navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Blender Essential Training

Blender Essential Training

with Roger Wickes

 


Blender is a powerful open-source tool for 2D and 3D graphics, full-on animation, compositing, and post-production. It is used to create movies and special effects, even in HD. In Blender Essential Training, Roger Wickes offers new Blender users a thorough explanation of its interface, tools, and features. He also demonstrates practical techniques and shows how to access the online and openndash;content resources of this amazing tool. Specific 3D techniques covered include navigating in 3D space, using cameras and lights, and rendering. Roger demonstrates how to rig, animate, and composite a character over live action. Exercise files accompany the course.
Topics include:
  • Navigating Blender’s user interface and accessing open assets
  • Modeling with vertices, Bézier curves, and NURBS surfaces
  • Lighting and using multi-point light rigs
  • Working with cameras in a 3D environment
  • Painting and shading 3D objects
  • Creating realistic hair, smoke, and swarms
  • Animating objects and characters
  • Compositing rendered layers
  • Sequencing video strips with audio into a final product

show more

author
Roger Wickes
subject
3D + Animation, Modeling, Rendering, Character Animation
software
Blender 2.49
level
Beginner
duration
9h 54m
released
Jul 15, 2009

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:00An open source, state of the art, 3D graphics suite, and it works
00:05cross-platform too?
00:06Yes, it's true.
00:07(Music playing.)
00:11With over two million users, Blender is the most popular and functional open
00:15source 3D program in the world.
00:18I'm Roger Wickes and welcome to Blender Essential Training!
00:20As a certified trainer and author of 'Digital Compositing with Blender',
00:24I am thrilled to have the chance to get you started on a program that I really love.
00:29Blender puts the tools in your hands to create 3D animations and in this
00:33course we'll go over the essential functions of Blender, you need to know to
00:37get you started.
00:38I'll be covering a lot of ground here, starting with the all important
00:42Blender interface.
00:43We'll get familiar with 3D modeling and how to use NURBS as well as the Sculpt tool.
00:47We'll get into lighting, light sources and shading.
00:50Once we've got that part under our belts, we'll spend some time learning
00:53animation techniques.
00:54I'll show you how to create some very realistic stimulations and we'll get into
00:58the details of rendering and compositing your project for final video.
01:02Along the way, we'll be creating our own new animated character from scratch
01:06and we'll call them Captain Knowledge and even he has to visit lynda.com for
01:10essential training.
01:12So let's jump into a new dimension of 3D animation with Blender Essential Training.
Collapse this transcript
Using the exercise files
00:00Exercise files are available to premium subscribers of lynda.com or to those
00:05who purchase the DVD.
00:07The Exercise Files folder will have these subfolders numbered according to the
00:12chapters that we'll be going through in this title.
00:14You will also have a library file, lib, which contains a couple of subfolders
00:20that I want to point out to you.
00:21The first is the images subfolder, which contains images that we'll be
00:26working on and processing.
00:28I've organized those into four subfolders according to whether they contain
00:32images of people, places or things or the special garden spot in our
00:36Sequencing chapter.
00:38Also included are some objects that you'll be reusing, plug-ins that will be
00:44dynamically loaded, some rigs and textures along with any audio that we might
00:49want to separate out.
00:51Feel free to explore this library and use these assets to come up with your own
00:56creative inspirations.
Collapse this transcript
Using Blender's full capabilities
00:00Blender is a complete package for developing television commercials and all
00:06sorts of video film from concept through production to ultimately delivery
00:13to the broadcaster.
00:15In that respect, it started out as an internal software product used by an
00:19advertising agency called "Not a Number" and was taken into the public domain
00:24and is sponsored and distributed and organized by the Blender Foundation out
00:29of Amsterdam.
00:31The product is open source and provides a complete life cycle for starting with
00:36your concept sketch, developing a model of whatever you want, including text,
00:43computer graphics and integrating live- action plates, taking that model then and
00:48shading it and texturing it, giving it color, animating it and bringing it to life
00:54and making it move and jump around the screen as well as being able to do
00:58some physical simulations for some very complex interactions and bringing this
01:03computer graphics object into the real world, if you will.
01:07In addition then, you can take these models and bring them into a real time
01:11interaction, a game environment, and actually create games and other kinds of
01:16instructional simulations.
01:18Finally then, you can combine the animations and the physical simulations
01:22and the shading and also the actions that are recorded from that real-time
01:25interaction into a rendering process where you create images of that
01:31computer graphics reality.
01:33You then can composite those images, and by performing all sorts of special
01:38effects and color corrections and blurs and like that, to produce video strips.
01:43Then you can bring those strips into the Sequencer where you can then cut,
01:47splice, fade, cross-mix and overlay all of those different strips and computer
01:54graphic elements together to produce a complete video multimedia experience.
02:01Blender is supported by a worldwide consortium of people like myself, developers
02:07and other interested people who use Blender on a daily basis to produce some
02:12absolutely stunning imagery.
02:14Blender is supported by a couple of key sites on the web.
02:17We have BlenderArtists.org. That is a non-profit organization that is hosted to
02:23provide online forums and a gallery of the absolute stunning imagery that is
02:29produced by a number of great and very talented individuals from around the world
02:34and every major country and city there is.
02:38There is also an online daily newspaper called BlenderNation.com, which features
02:43a daily news article about BlenderNation everyday.
02:48Here's an interview with Campbell Barton, a person I've been privileged to work
02:52with and he has helped me quite a bit with all of my Python programming.
02:56This newspaper has been in existence for well over a year and every time some
03:01kind of a major event occurs or a major accomplishment happens with Blender or
03:06related to Blender, this is the community that both publishes and produces news
03:12articles about Blender and how it's being used to model and simulate and just
03:18produce awesome video imagery.
03:21Finally, there is BlenderArt.org, which is an electronic magazine that features
03:26a number of issues and each issue is just packed with a number of articles and
03:32very interesting techniques on how to use Blender and some of the stunning and
03:37absolute fantastic stuff that has been done with Blender in the past.
03:42There is also model repositories that you can go to, to get models that have
03:47already been prebuilt by other people.
03:49There is a Blender Materials available from Blender.org, which is a library of
03:55reusable materials and settings for simulating all sorts of different
03:59materials and of course the code and all different extensions to
04:03the code is also available.
04:05So that's just a quick overview of the capabilities of Blender and the kind of
04:09things that can be done with Blender as well as some of the support that's
04:13available to you as a new user.
Collapse this transcript
Getting and installing Blender
00:00So, how do we get started with Blender?
00:02Well, the easiest way to get Blender is simply download it for free
00:06from Blender.org.
00:07All you need to do is go to the website and click on the Download button
00:11that's right there.
00:13That brings you to a page where there is every major platform supported.
00:18You can get Blender.
00:19You can look at the documentation.
00:21You can actually get the source code to Blender and compile it on your own machine.
00:25On this page is Blender for 32 bits and 64 bits, Linux in 32 bits or 64
00:32bits, the Mac OS X versions, as well as high-end graphics work stations from
00:38Solaris and Irix.
00:42If you do get the Windows version, you will need to download and install
00:47the Microsoft Visual C++ Redistributable Package from Microsoft,
00:53if you're not running Vista.
00:55If you're running XP or Windows 98 or some other older version of Windows,
01:00you'll have to get this Visual C++.
01:02Blender cannot redistribute it, since it is a proprietary package
01:06from Microsoft.
01:07Once you do that, you simply run the installer, make a few easy choices about
01:12where to put your custom folders and your custom directories and like that, and
01:16you're off and running.
01:18The other place to get Blender from for free is to download a customized build
01:24from GraphicAll.org.
01:27If you go in here, you have first of all, the latest builds, any latest bug
01:31fixes or experimental builds that people are trying out, feel free to
01:37download those.
01:39Also, down here at the bottom of the page, you can get optimized builds based on
01:43the actual PC chip that's inside your PC.
01:47Even if it's a Windows PC, you may have an AMD Quad Core or an Intel Quad Core.
01:53That is able to process much faster and those are called SSE3s or SSE2s.
02:00If you have that kind of chip in your machine, you can download this particular
02:05customized optimized build and Blender will run like 30-40-50% faster when doing rendering.
02:13That's how you can get Blender and download and install Blender, get up and
02:18running as fast as possible.
02:19The other item to note is that Blender uses the Python language, which is an
02:24open source language for extending and running what's called scripts.
02:30So that's a very end-user-friendly language that you can program Blender in and
02:37program against Blender and cause Blender to do all sorts of neat and wonderful
02:40things which you can actually customize and extend Blender.
02:44When you install Blender, you'll be brought to the Python site.
02:47It's not absolutely required that you have the latest and greatest
02:51Python language installed.
02:54In fact, you need to install Python 2.5, but it's always a good thing to have,
03:00in case you do start getting into running scripts.
03:02You won't be able to run them unless you have the Python language installed
03:06on your computer.
Collapse this transcript
Mouse and keyboard differences on the Mac
00:00Blender works equally well on Linux, Windows and Mac machines. In general,
00:05transitioning from one operating system to another is seamless as long as you are
00:08working with a three-button mouse.
00:10For Mac users, working with a single- button Apple Mighty Mouse, I strongly
00:15recommend that you change your mouse settings so that your mouse operates as a
00:19three-button mouse while working with Blender.
00:21To do this, go to Apple > System Preferences > Keyboard & Mouse and select
00:27the Mouse tab.
00:28Make a few simple changes to your mouse.
00:31Change the Dashboard area to Button 3 and change the right area of the mouse
00:39to Secondary Button. Keep the left side set to Primary Button and then close this out.
00:44You will now have a mouse with a Left Mouse Button, Middle Mouse Button
00:48and Right Mouse Button and can follow along with me using the commands
00:51that I'm giving you.
00:52Also, once your mouse has these LMB, MMB and RMB designations, it's easy to
00:58reference the mouse actions by command using the Blender Help directory.
01:02Go to Help > Hotkey and MouseAction Reference and select the Mouse tab.
01:08You'll see all the Mouse actions listed along with the appropriate LMB, MMB
01:13and RMB designations.
01:15If you ever find yourself in a situation where you must use a single-mouse
01:19button such a trackpad on a laptop, on a MacBook, you can still navigate in
01:23Blender by using certain keys in tandem with the single-mouse button.
01:26For example, to rotate your view in Blender, you would normally click-and-drag
01:31the middle-mouse button.
01:32On a MacBook, you would add the Option key to that mouse action.
01:36So by holding down the Option key and by clicking-and-dragging this single-mouse
01:40button, you can rotate your view in Blender.
01:43On a Windows laptop, use the Alt key.
01:46The same goes for zooming your view.
01:48With a three-button mouse, you would normally mouse-wheel or hold down the Ctrl
01:51key in tandem with the middle-mouse button.
01:54On a trackpad, however, you hold down the Ctrl and Option keys together to zoom
01:58your view on a MacBook.
02:00When using a regular three-button mouse or one with a mouse wheel, make sure to
02:04configure your mouse button correctly.
02:07It's recommended that you use a scroll wheel
02:09and Logitech mouse, as it's very easy to configure and use with Blender.
02:13So as you can see, Blender is quite versatile and can be used on both Mac
02:17and Windows and Linux machines, desktops and laptops alike with a few simple
02:21considerations given to choosing a mouse and selecting and configuring your
02:25mouse preferences.
Collapse this transcript
1. The Blender Interface
Blender oddities
00:00One of the most common complaints about Blender is that it just doesn't look like
00:05any other application I use, and it doesn't just divide up.
00:08It doesn't have floating panels.
00:10It's just weird.
00:11There are certain things about Blender that I admit, they are strange, but
00:17you have to just understand that it was developed over a dozen years ago.
00:22The original interface concept and the way it works was developed back under the
00:26UNIX and Linux environment.
00:28So it doesn't look like a Windows application.
00:31It doesn't look like an Apple application.
00:34It looks like itself.
00:35So it's kind of a unique beast in that respect.
00:39How everything is arranged with all of these windowpanes, things are strange.
00:43They may not be familiar to you.
00:46The other complication is that it is a 3D graphics image manipulation program
00:51and that's just a very complex topic to try to embody and codify in a program.
00:58There are lots and lots of different features and functions that you're not used to,
01:03if you're just used to doing word processing or working with a spreadsheet.
01:06There is no similar metaphor for Blender and what it's trying to do.
01:12So in doing this course we've come up with a couple of things that have
01:15tripped up people right off the top when they are trying to watch this video
01:19tutorial series.
01:20One of the first things is this Buttons window here.
01:24Programs like Maya have hundreds and hundreds of these panels/ Blender has fewer
01:29of these to deal with.
01:31But one of the things that happens is, and it's a feature of Blender, is that
01:35this window is a general-purpose window that holds these things called panels.
01:42And these panels can be arranged or floated.
01:47The issue is that they can float off the screen and you can see that this panel
01:53up here, which is the Anim panel, is actually floated way up off the screen.
01:57So if in a video, I say click the Anim panel and your Anim panel is floated up here,
02:04you're not going to be able to see it.
02:05In fact, the Render panel is like nowhere to be found.
02:08You'd be looking for the Render panels like where is the Render panel?
02:12If things happen to line up just like that, you're totally faked out, because
02:16you think there is no Render panel.
02:18You can't find it in the list.
02:20The only real absolute way to reset this is to right-click in any empty area
02:26of the panel and select, in this case, Vertical, because these panels align vertically.
02:32If you select Horizontal, then Blender thinks you want the panels selected and
02:37arranged this way, which is really going to throw you off.
02:41The other thing that happens with these panels is they can tab over one another.
02:47That's a tabbing feature.
02:48So now these two panels take up the same amount of screen space.
02:53Remember that 5-10 years ago, CRTs and display devices were really small and
02:59screen real estate was at a premium.
03:01A lot of things have been done in Blender to really condense everything down and
03:06make everything really tight as far as screen space goes.
03:09Nowadays, and I'm working on some 21- inch monitor with screen space, it's not
03:15that much of a consideration.
03:17But there are leftovers like this tabbing thing.
03:20The bad thing about the tabbing thing is of course you can't see this
03:23Format panel right now.
03:24The other bad thing about tabbing is that if I minimize this panel to be able to
03:28put it away, so that I get nice stacking thing, look what happened here.
03:33The Format panel isn't even mentioned, so you wouldn't even be able to find the
03:36Format panel unless you just happen to do that.
03:40So you have to really keep track of what's where and you'll see me every now and
03:45then throughout the videos doing little bit of housekeeping to try to make sure
03:49that I don't overlap those panels, because I often lose them.
03:52Then I'm going to go ahead and expand a couple here.
03:57When you resize the window, what Blender tries to do is it tries to
04:01proportionally resize all of these different windowpanes so that they all take
04:06about the same amount of space.
04:08When you open my exercise files, what's going to happen is your windows and
04:13panes and the contents of them won't look like mine in the video.
04:18In particular, the Buttons window thing here will be scrolled, so these options
04:25that are up here, you wouldn't be able to see.
04:27When you open up your file, it may like down here or something like that.
04:31So this window won't look exactly the same way, and again the only real way
04:35to be absolutely sure is to reset it to Vertical, and then all of the panels
04:41will line up.
04:42Another thing that will trip some people up is when there is a File Browser or
04:47Image Browser window loaded, you may not have the same directory structure as I do.
04:53So when you open up the exercise file, even though in the video this will have
04:58some path in here, you won't have that path, because that path doesn't exist
05:04on your computer.
05:05So it will reset to your Volume ID or on Mac it will reset to something else.
05:09Because of that, then these images that are shown in this window will be
05:13different, because it's pointing to a different folder and so the contents of
05:18that folder are different on your machine than are on my machine.
05:23Another Blender oddity is what I call the Render Carry Over.
05:27The last time or last file that I was working on when I was recording this
05:31series and I'm doing test renders and everything, I'm going to have let's
05:35say this image here.
05:38When I open up the next file and I haven't shut down Blender and everything,
05:42Blender remembers that render and tries to bring that in and shows that
05:46sometimes in an UV/Image Editor, when it is set to be showing the render result
05:51or the result of a viewer node or something else like that.
05:55If you haven't done that, then you won't see this image.
05:58This image is not really that important.
06:00During the course of the exercise, we'll be generating our own images, but just
06:04don't let it throw you off that when you first open up the Blender file, you may
06:07not get the same image that you see in a render result or a viewer node.
06:13The other thing as we get in to compositing, and I realize that's way down there
06:17in Chapter 8, but I want to go ahead and mentioned it now. When you first open up
06:22an exercise file, which has a Render Noodle in it, and this is called a Render
06:26Noodle inside the Node Editor window, you're not going to see these thumbnails
06:32in your display, because the noodle has not been executed.
06:36You always need to press E to execute the noodle.
06:40When you do that, then it will read in those images.
06:43It doesn't actually read it in until it needs it.
06:47Now there is one bug that is known on Macs with NVIDIA cards. The Apple driver's
06:53not quite up to snuff.
06:55So these thumbnail images will not appear for love nor money.
06:59There is nothing you can do to get them to appear.
07:02That's just a bug in the driver, and if you own an Apple with an NVIDIA card,
07:06we ask that you write to Apple and ask them to update their driver for that card to
07:11the latest OpenGL standard.
07:13Otherwise, if you're running like a Windows box and you have an NVIDIA card,
07:17chances are it will run just fine.
07:19So please take all of these things that I've said about the floating panel here,
07:23the Render Results or Carry Over Results and these directories and keep them in
07:27mind as you're using Blender to make sure that you're not tripped up by these things
07:32and that you can carry forward with the exercise and get to know and
07:35learn and love Blender as much as I do.
Collapse this transcript
Introducing the User Interface, Console, and Render windows
00:00When you first start Blender by double- clicking on the icon, there are actually
00:04two windows that came up real fast, and I want to point those out to you.
00:08First of all, when you get the user interface window, you'll see the splash screen.
00:13As soon as you move your mouse a little bit, the splash screen goes away.
00:17So when you see that disappear, don't let that wigg you out.
00:20I'm going to minimize this user interface window to display the console window.
00:25Now on a Linux or a Mac machine, you have to actually start Blender from a
00:29terminal window and that terminal window becomes the console window.
00:34So every user on the Linux machine knows how to get to the terminal window.
00:38On a Mac machine what you want to do is you want to open up Finder and choose
00:42Applications and then scroll on down to Utilities.
00:46Within the Utilities folder, you'll find the Terminal application.
00:50Just double-click on the Terminal application and within this window you have to
00:54manually type cd /Applications.
01:01That changes you into the Applications directory.
01:05Then you need to do an ls blender.app to see if Blender is installed in this
01:13directory or whether there is some other subdirectory. In some installations you
01:17put Blender in a separate folder underneath Applications.
01:21In this case, if it comes up Contents and says that Blender is right there, so
01:25all you need to do is cd blender.app.
01:30Now to run Blender, all I need to do is type in Contents/MacOs/blender.
01:38Press Enter or Return and Blender will start up, just like it does on Windows
01:43machines or like when you start it up from the icon on the desktop or within the
01:47Applications folder.
01:48Only the difference is now if I minimize my Blender window, I still have my
01:52Terminal window up here, which is equivalent to the console window on Windows.
01:57You can already see that Blender has already given us status messages in the
02:01window and is communicating back to us.
02:03So, now as we use Blender, it will operate the same way as on the
02:07Windows machine.
02:09So let's dissolve back to the Windows machine and learn more about this console
02:13window and what it can do for us.
02:15This is where a Blender talks back to you and tells you how things are going.
02:19As it's making progress towards maybe rendering out a very large image or a
02:24sequence of images, it will tell you as it renders out each image and adds it to
02:29the AVI file and give you progress updates in this console window.
02:33Also, if you're doing something wrong that's causing some conflicts within
02:37Blender, it's going to spit out an error message here to this console window.
02:41The third window that comes up is when you actually do a render, here.
02:45This is the default render of the cube hanging out there in hyperspace.
02:50This is another window that comes up and it allows you to inspect the output and
02:55see what the actual result of the render is.
02:57So those are the three windows that are used when you're running Blender.
03:03We're of course going to be doing all of our work in the user interface window.
Collapse this transcript
Configuring the desktop for an efficient workflow
00:00Computer graphics workflow involves going through a number of different kinds of
00:05activities, and Blender supports those different activities by giving you a set
00:09of desktops that you go through called Screen Layouts.
00:13If you come here and click and drop this list down, you'll see five default
00:17screen layouts that come with the vanilla, generic version of Blender.
00:23This set provides the core window types for each of those activities.
00:28You select these windows simply by clicking on and selecting them from the menu
00:33and then your desktop will change to that particular layout.
00:37So each layout is a set of streams that goes with a particular kind of activity
00:43that you're performing.
00:45Each window has a windowpane.
00:47For example, in the Animation layout when we're dealing with animation we have a
00:53five windowpane layout.
00:56If you hover your mouse cursor over the border of the window, your mouse cursor
01:01changes to a left right arrow, and you can resize the windowpane that way to
01:07scale it up or give yourself more space.
01:11This is a windowpane here, which is called the 3D View windowpane, and each kind
01:15of window is indicated in the lower left-hand corner, by default, if the
01:20windowpane header is at the bottom of the windowpane.
01:24Selecting that then can change this windowpane to be any kind of window type.
01:31Over here we have an IPO window that is used in animating an object.
01:37Down here we have a Timeline window that is used to scroll through the
01:42timeline of the animation.
01:44Down here we have what's called the Buttons window.
01:47But notice now here on this Buttons window that the header is at the top of
01:51the windowpane.
01:52You can also hide the window header, for example, here in the Material
01:57Desktop Layout.
01:58We've gone ahead and hidden the window headers so that they don't take up a
02:02lot of screen space.
02:04Each window type may have a context associated with it or a mode associated with it.
02:11So, for example, in this Buttons window we have a couple of contexts.
02:17Here is the Shading context, the Object context, the Editing context, and
02:24finally the Scene context.
02:27So these are like sets or layers of different panels or controls all contained
02:33within this one window.
02:35Within like this 3D window here, we have a couple of different modes and
02:40switching into each mode invokes a different area or specialty of Blender and
02:47allows us to do different things within this one window type.
02:53Since these windows are sort of rectangular ways to split up the desk space into
02:58multiple windows, you can split any kind of window by coming up to the window
03:04border and right-clicking to popup a menu.
03:08When you do this, now you have a popup menu to say I want to hide the header, in
03:13this case, or I want to split the area.
03:16If you just click, the window will be split into a virtual window and you can
03:21slide your mouse, in this case, left and right, or if this was a vertical split,
03:25you would go up and down.
03:26To split the window when you click again, you now have two windows, and you can
03:31resize these windows as well.
03:34If you line up the vertical bars, or in the case of a horizontal bar, depending
03:38on which ones you want to combine, you can join windows, by again, coming to
03:42the window border, right-clicking and now you have the option to join these two areas.
03:48When you click on the Join Area, then a big arrow shows you, do I want to take
03:52this top window and merge it into the bottom one or reverse and merge the
03:58windows from the bottom one up with the top one?
04:00When you do that, then the window resizes to be one complete window.
04:06So by performing these actions, you can split the desktops up into any number of
04:10windows of any kind that you want.
04:14This list of layouts is not fixed, you can add your own desktop by simply
04:20clicking Add New, and then you can choose to start with a duplicate of this
04:25desktop or start with a completely empty desktop and then start splitting
04:30from there.
04:31You can delete a desktop just by clicking the X there.
04:34That deletes the desktop after you confirm that you want to, in fact,
04:38really delete the screen.
04:40Now I have created a couple of customized desktops for this exercise and
04:44for this title.
04:46So to open up a file, you simply come over here to File > Open, click on this
04:51Selector button here and go directly to your desktop.
04:56Now you will have a richer set of desktops to choose from and to build
05:01your expertise on.
05:04Finally, you can save this desktop layout and, in fact, any Blend file as your
05:10default start up by simply in any place pressing Ctrl+U on the keyboard.
05:17That saves the current Blend file as your user default set of desktops and
05:25whatever content happens to be in there, in this case, upon confirming that I
05:30want to save my user defaults, now every time I start Blender, will have this
05:35set of desktops here, these nine sections, as well as a scene that contains a
05:42cube and a couple of lights set up in a very standard manner.
05:47So that's the overview to getting used to starting with Blender, and maybe a
05:52little bit of uncommon interface that Blender uses, because we are going to be
05:57working in a very complex environment, but gives you a way of providing you with
06:03multiple views and multiple types of windows so that you can work very
06:08effectively and not be spending a lot of time switching windows or layering
06:13windows or staking them and docking them and undocking them and all of that
06:16stuff that wastes a lot of time.
06:19In this case, the Blender user interface is well contained within one
06:24nice rectangular area.
Collapse this transcript
Using the mouse and tablet on a PC or a Mac
00:00Blender has a very dense user interface. Everything is clickable and all hotkeys
00:06are active, but the hotkeys are a little different maybe, depending on the
00:11window that you happen to have your mouse cursor in.
00:14In general, the biggest thing is that the right-click is the Select function by default.
00:19So if I just hover my mouse cursor here over the lamp, and I right-click,
00:25I select that lamp.
00:27If I right-click over this ground plane, then I've clicked and selected
00:32the ground plane.
00:33When I left-click, left- clicking is activating something.
00:37So if I left-click here under the Rotation X field, I'm actually clicking in and
00:42starting to edit this field.
00:45The middle mouse button functions to, in the 3D View, pan or scroll or rotate in
00:52a turntable kind of fashion, the display.
00:55If it's over here in a window that has more information on it that can be
01:01displayed within the size of the window, then the middle mouse button acts
01:05to pan the window.
01:07The mouse wheel, both on the Mac and on Windows, serves generally to zoom in and
01:13zoom out, so you can zoom in closer by mouse-wheeling up and zoom out by
01:19mouse-wheeling down.
01:20Now I should point out that this left and right selectability will change based
01:26on your user preferences.
01:27Your User Preference window is always at the top of your screen and you just can
01:32reach up there and pull it down to resize this window to reveal all of the user
01:37preference settings and customizations that you can make.
01:41There's just a ton of these and I'm only going to go over a few in
01:44this particular video.
01:45But right up here you can see where we select with and Right Mouse is enabled.
01:51If we click left mouse, now for your user interface, every time you want to
01:58select something, you simply left-click on the object and instead right-clicking
02:04does the activation.
02:07If you're using Blender on a laptop that doesn't have a middle mouse button,
02:11you can click this to enable a three-button mouse and then you'll use the Alt key instead.
02:18Normally, the middle mouse button, as I've said, rotates the view.
02:22Other 3D graphics packages sort of have the default user customization to pan the view.
02:28So now when I come over here and I middle-mouse-click, I'm going to pan the
02:33view, which is essentially like sliding your viewport and not actually rotating
02:38it around in a turntable kind of a fashion.
02:41Now I just described that using their mouse wheel rolls in and rolls out, you
02:45can invert that of course and you can also use what's called the Smooth View
02:50Mode, which is now when I come in here and I press keypad 3, instead of just
02:55jumping from view to view, I can increase this let's say up to a couple of
03:00hundred milliseconds.
03:02Now I have more of a smoother transition from view to view.
03:07Blender also supports a pen tablet.
03:10I have one here by the Wacom.
03:13It plugs in and it's essentially used as a mouse, but because it's a pen tablet,
03:17it has some pen sensitivity.
03:20In certain modes when I'm doing certain things like texture painting, over here
03:25in the Buttons window, I'll go ahead and expand this panel and realign it
03:31vertically to size these panels up, you'll see these P buttons next to Opacity,
03:37Size, Falloff and Spacing.
03:39If I enable one of those, let's say Size, now depending on how hard I'm pressing
03:45on the pen, the size of the area, that the pen effects will increase.
03:51Normally, you operate on certain objects by invoking some sort of a hotkey, but
03:58Blender also has what's called a Gesture System, which means that if you simply
04:03gesture with your mouse, you will invoke some sorts of operation to perform.
04:09So, for example, if I just left-click and drag my mouse rapidly to the right
04:15and then let up, I've told Blender that I want to grab the particular object
04:21that I've just done.
04:22So now I'm moving this object around.
04:25If I want to drop this in place, I would left-click.
04:28If I want to abort the operation, I just right-click.
04:33It puts it back where it found it.
04:35Other gestures include a circle, so if I just click-and-drag in a circle, I've
04:39told Blender that I want to rotate the current object.
04:43So those cover the basic mouse operations.
04:46I should note that everything is clickable and Blender does not come up with a
04:51popup box that says are you sure you want to do which you just did?
04:54No, we assume that when you do something, it's what you wanted to do.
04:59We're going to get into the undo system and all that kind of stuff, but there
05:02are a lot of pop-ups that will interfere with your workflow.
Collapse this transcript
Acquiring keyboard skills
00:00In this video, we are going to go over to the keyboard shortcuts that are used
00:04primarily in the 3D view but also in other kinds of window types.
00:08First of all you should know that almost every key on the keyboard
00:12does something.
00:13It's a very common Blender thing to have the mouse in one hand and your other
00:18hand over the keyboard and the keypad because you are often mousing and using
00:24the keyboard in conjunction.
00:26So for example, here we have one of the opening scenes to the Big Buck Bunny
00:30movie, which in an open asset, which can you can download for free and this is
00:35from Scene 1, Shot 2.
00:38This is a picture of a flowing stream.
00:41So in here I'm going to right-click on this clump of grass and demonstrate the
00:46very first keyboard shortcut which is X . X deletes the object, when you press X
00:51a pop-up comes up just to make sure that you really do want to delete that
00:55object and if you left-click and confirm it, away it goes.
01:00The next most common command is if you have selected an object to press G to
01:05grab it and the easiest way to remember all these shortcuts is just to simply
01:09mnemonics and kind of learned Blender language.
01:12So if I want to grab something, I just press G and now I'm grabbing and
01:17moving this object around.
01:20If I select an object and press R, I'm rotating it.
01:25R to rotate and if I have this clump of grass here and I want to make it bigger
01:31I want to scale it up or scale it down.
01:34So I press S and moving my mouse scales it up and down.
01:39Again, if I want to confirm where I'm scaling and I just left-click to drop it
01:44in place or if I'm in the process of scaling something let's say, I don't want
01:50to either scale that object or just changed my mind, I just can right-click and
01:55that kind of aborts that operation.
01:57I can also hide objects from view by yes, you guessed it, pressing H. Now a lot
02:04of these commands too can have an opposite effect.
02:07So like I have just hidden that clump of grass.
02:10If I want to unhide it, I hold the Alt key and press the exact same hot key
02:15again, which in this case would be Alt+H unhides that object.
02:21When I grab and move something, I'm moving it around in 3D space and I may
02:26or may not want that.
02:27If I want to move it in a certain direction along a certain axis, I can
02:32constrain the movement of the object after I press G, by pressing the letters X,
02:38Y or Z. In this case I'm pressing Z and now I'm moving this object, no matter
02:45how I move my mouse.
02:47If I move my mouse just basically left and right, I'm only moving it up and
02:52down a little bit.
02:53So the object is not going to move freely in 3D space.
02:57It's going to be constrained to move along that axis.
03:00While I'm moving it, I can change my mind if I for example, picked the wrong the
03:04axis which I frequently do, I can just press X now and now I'm moving this clump
03:10of grass along the X-axis direction only.
03:14The Tab key is the next most common key I would like to talk about and that
03:18tabs you into Edit Mode.
03:20So when I have my grass selected and I press Tab, I go into Edit Mode, which
03:27changes the mode down here in this 3D View header.
03:31I'm now changing the shape of this grass clump and when I press Tab again, I
03:37tab out of Edit Mode.
03:39So that's sort of like a radio button kind of a thing where I'm tabbing one time
03:43and tabbing again to exit the Edit Mode.
03:46The next most common is the Spacebar, the Spacebar brings up a context sensitive
03:52menu of the most commonly used functions that you would do in this particular
03:57window or for this particular kind of mode.
04:01And I just pressed Escape to put that menu away.
04:04Lastly, we are dealing with an animation program that deals in time and we use
04:09the cursor keys on your keyboard to navigate through the animation and time.
04:16In this case, the right arrow advances by one frame in the animation and if I
04:22scroll out here, you can probably see something's moving around.
04:26If I use the Left Arrow, I'm backing up in time and you can see the frame
04:31number changing in the lower left-hand corner of the 3D View, and if I press
04:36the Up Arrow, I'm advancing by ten frames and the Down Arrow backs me up in
04:41time by ten frames.
04:43So the Left and the Right Arrow by one frame and Up and the Down arrow are
04:48by ten frames.
04:49The keypad also doesn't go to waste.
04:52The keypad in 3D View changes your perspective, pressing 3 brings me to the side
04:59view, 1 brings me to the front view and 7 brings to me to the top view, 0 brings
05:06me to the view of the camera and shows me what the camera is going to see.
05:12Pressing the intermediate keys 4, 6, 2 or 8 rotates that perspective of that
05:18particular view by let's say 15 degrees and that number of degrees is actually
05:23set in your user preferences.
05:28The last key that I would like to cover that kind of trips people up sometimes
05:32is the slash key, the slash key hides everything else and puts you into what's
05:37called Local Mode or you are looking at only the selected object and
05:42everything else is hidden.
05:44The slash key is a toggle key and so when you press slash again everything
05:48else is revealed.
05:50So a lot of people say, oh!
05:51My gosh, I hit something and everything went away, where did everything go?
05:54Well it's still there.
05:55It's just you have to hit the slash key again.
05:58The plus key and the minus key on your keypad do the same thing as your
06:02mouse wheel.
06:03So as you have seen almost every key has a use, really nothing is gone to waste
06:08and the best way to find out the exhaustive list of what every key does is to
06:12click on the Help and the HotKey and MouseAction Reference window.
06:18Now if this window is too big to fit on your particular display, you will have
06:22an up-down arrow selector here and I'm going to go ahead and try to resize this
06:28to show you that these up and down selectors come up to scroll the window up so
06:33you can get to the whole list.
06:36This list is broken up into what do the arrows do, what do the function keys do,
06:42what does each of the different letters do.
06:44So I mentioned that H to hide for example and depending on the kind of window or
06:49the kind of object you are operating on, the H key may do one of several
06:54different sort of related things.
06:57The Mouse actions is here as well, as well as the Numbers at the top of
07:02your keyboard have a different use in revealing or hiding or showing
07:07different layers.
07:08Your numpad on your keyboard, which I just briefly discussed but is exhaustively
07:14documented here, you can also search.
07:17So if you know you want to do something but you really don't know, what it's
07:21called, you can just type in move and then the Help will find the synonym for
07:27that particular function.
07:28That covers your basic essential keyboard skills of being able to use the
07:32keyboard and the keypad and the arrow keys in Blender.
Collapse this transcript
Window panes and types
00:00In this video I'll explain all the major functionality that's available in
00:04Blender through all the different window types just to really kind of touch
00:08on each one so that you are aware of what's there and what it does and what
00:13it's used for.
00:15So the first one is the User Preferences window.
00:17Hover over the border and click- and-drag to resize the window.
00:21People usually visit right off the top of the bat in order to talk about how
00:25they want to view and setup their basic controls and their basic mouse actions.
00:32You have edit methods that enable Undo, which is also very handy.
00:38We have the Language and Fonts.
00:40We support international fonts as well as changing the native language
00:44of Blender so that all of your prompts and menu options are in your
00:50native language.
00:51We also have Themes that we'll be setting up a little later on.
00:55Auto Save, there is a special video on that as well as configuring Blender to
01:00make the maximum use of your computer.
01:03And then also if you want to save objects or save files in a specific directory
01:08or a specific location on your computer, you can do that here in the File Paths.
01:13Click-and-drag to resize this window back.
01:16The 3D View is the most commonly used modeling viewport.
01:21It provides a window into your 3D space.
01:25Now, this particular layout has four different 3D views, but each of them are in
01:31a different perspective.
01:32Going this way, we have the camera view, the side view, the front view and
01:40the top view.
01:42So each window can operate independently or can be locked in sync to the
01:49other windows.
01:51Usually, when you make a selection or make a change in one window, the change is
01:56automatically reflected in the other windows in real-time.
02:00So even though you are making a change over here in one windowpane because it
02:04has some affect on something else in some other windowpane, the changes are all
02:09synchronized and coordinated.
02:10The Buttons window is almost on every Desktop layout and it provides a window
02:16into all of the different properties in some of the tools that are commonly
02:21available in Blender.
02:23This Properties window as I like to call it, has a bunch of panels.
02:27Those panels can be expanded and collapsed by clicking on the little arrow.
02:31And the arrow changes to a down arrow when it's expanded or a right facing arrow
02:36when it's collapsed.
02:38You can also rearrange these windowpanes just by clicking-and-dragging on
02:43the windowpane.
02:44Sort of like a tear-off function.
02:46Now, you have to be a little careful with some of these panels because if you
02:50drop one panel on top of another one, Blender will tab them and now I have a
02:56Window panel that actually has two tabs and that's simply to save up some space.
03:03When you collapse that kind of tabbed window, the active panel is the
03:08name that's shown there.
03:10So if you can't find for example, the SSS panel it might be tabbed
03:15behind another panel.
03:18The File Browser window comes up when you just go File > Open, one of your
03:23windows will change to a file browser.
03:27And this is the browser window that you use to locate assets and other blend
03:31files, and image files and texture files on your computer.
03:35It has a couple of things, one is the P button moves up a level in your
03:40directory tree and this selector visits all of the drives, the hard drives,
03:46devices that are on your computer, your documents and your desktop settings.
03:50As well as every time you save a blend file then Blender can, if you configure
03:56it in the User Preferences, save the name of that and then provide you with
03:59most recently used list.
04:02There is scrollbar here on the right.
04:04If I had more files in this folder then it could fit in the display and the File
04:10Browser indicates the kind of file by a little colored box here.
04:15I can change and sort to things by the time or by the size, by clicking on the
04:22selections down here in the header.
04:24Any windowpane can be brought to full screen by either clicking this Full
04:28Screen icon, in which case then this window expands to fill all of your
04:32available space or by pressing Ctrl+Up key I can toggle any windowpane between
04:40full and windowed size.
04:43The UV Image Editor is kind of a really neat file because I can use it to open
04:49any kind of image file on my computer and also then do some paintings.
04:53So there is like a mini paint program built into Blender as well.
04:57I can also then use the UV Image browser to display the latest render result.
05:03So if I'm over here on the Mac and I click the big Render button or on Windows
05:09or Linux machines press F12, I get the current render and then I can use the UV
05:15Image Editor to display that result.
05:18Blender also has an Image browser that allows you to see thumbnails and select
05:24images that you are going to be using.
05:26Blender also has an Outliner that allows us to examine the contents of the scene
05:32and as we select an object over here in the Outliner, we also see it's selected
05:36over here in 3D View.
05:38We have a Search function where we know the name of what it is we are
05:42looking for, we can simply search for it and we can also restrict the view
05:47of this Outliner to say for example, show me only things that are of the
05:52same type of this object.
05:54So in this case I have two mesh objects, one is Cube and another is a Floor.
05:59I can expand and collapse information about these objects by clicking the little
06:04expand and collapse arrows as well.
06:06When we get into Composting and Sequencing, we are going to have what's called
06:10the Timeline window, which I'm showing down here at the bottom.
06:13This Timeline window allows us to scroll forward and backward in our animation
06:18in time, as well as it has VCR controls here that allows us to play our
06:23animation, fast forward and skip to the very end and skip back to the beginning.
06:28We can also set the range of our animation here in these controls.
06:33To set any control you just simply click into the number field and you can type
06:37the number in using your keyboard if you want or you can also just click and
06:42then drag to the left or the right and then you will change that way.
06:46The IPO window, which is probably the most commonly used in animation, allows us
06:52to set and control Bezier curves that control the motion of each object.
07:00The IPO window operates on a series of channels.
07:03So if I key the location of this object now these channels come up and I can
07:08select these channels very simply.
07:11The Action Editor is used to combine series of actions together in order to
07:17create reusable types of motions and then the NLA Editor combines those actions
07:23and sequences them into a complete animation that we can then render out.
07:29The Sequencer is used to sequence a series of video strips together into a
07:34final composite output and a Text Editor is available to both edit text that we
07:40can later then convert to a object in the scene or just to keep notes and keep
07:46a time card about what's going on in your project and document notes and
07:51comments about the project.
Collapse this transcript
Exploring the default scene
00:01So let's walk through the default scene that opens up because it can be kind of
00:04daunting to some people. Blender doesn't have nearly as many buttons and
00:08options and controls as other complicated 3D CG modeling programs, but it's got
00:14a fair amount.
00:15So let's go through it.
00:16We have understood that each window pane has a header and on this header,
00:22you have the Selector type where you can change type of the window it is or see what
00:27kind of window it is.
00:28The next thing you have is this Expand/Collapse arrow that expands and
00:33collapses the menu.
00:35The menu is shown right here and the menu changes based on the mode or based on
00:39what's selected and what's appropriate to whatever it is you are working on.
00:43Next, comes out Mode Selector that I touched on earlier that varies based on the
00:47window type and then based on the mode that you are in, different tools come
00:52into play on your toolbar here, and what I just did is I clicked the middle
00:58mouse button and dragged.
01:00So here we changed the viewpoint of the kind of view that we are looking at.
01:06We can also change our rotation center as well as invoke this little widget here
01:11that's used to enable us to easily grab and change the location or the rotation
01:17and/or the scaling of the particular object or in this case, since we are in
01:21Edit Mode, the vertices that make up this mesh.
01:25Blender also has a Proportional Editing tool as well as a Snap tool and allows
01:30you to look at this editable mesh in terms of the vertices that make it up,
01:35the edges that make it up and/ or the faces that make it up.
01:38You can click on either one of those or Shift-click to multiple-select them.
01:44So the default scene consists of this cube and I'm going to press Tab now to
01:47tab out of Edit Mode.
01:49It consists of that cube, a couple of lights.
01:53This is a spotlight here shining down on the cube.
01:56The camera of course, the all important camera.
01:58So we can take a picture of this wonderful scene that we'll be constructing and
02:03a couple of other hemisphere lights as well as the ground plane.
02:06This grid kind of gives us an orientation and kind of a view part of where the
02:11world begins and ends and what's up and down and like that.
02:15You can turn that off by going to the View and View Properties and
02:19disabling Grid Floor.
02:21You can also disable the X and the Y axes that are also shown by default.
02:26You can change the Grid Spacing as well as some information about where the
02:313D cursor is.
02:33The 3D cursor is an important thing to talk about right now.
02:36It is replaced in 3D space every time you just left-click and it's this red and
02:42white dashed kind of circle with the cross-hairs.
02:45It's designed to be pretty visible and pretty unmistakable whatever view you are in.
02:50So depending on where you click and in what window you click, you then activate
02:54and position that 3D cursor.
02:56That 3D cursor is used for a lot of things.
02:59When you press space and you want to add some other objects, let's say
03:02we wanted to add a UV sphere and we go ahead and click OK to confirm that,
03:07that object is created and put where the 3D cursor is, the center of the sphere now is
03:12where that 3D cursor is.
03:14So that's why it's pretty important for that 3D cursor.
03:17There's a lot of Snap tools as well that allows you to snap things to the 3D
03:21cursor and like that.
03:23So every CG scene has to have at least a camera, so you can take a picture of
03:29the CG scene and some lights to light it up and then of course something to
03:35actually see within the CG space.
03:37Lastly, I would like to cover layers.
03:40Now, different applications cover layers in a different kind of a manner and
03:44Blender has its own approach.
03:46A layer is a way of organizing your information and all the objects that are in
03:52this sometimes very complicated scene.
03:54So we use layers and we have 20 of them selected here and by default, they are
04:00numbered from 1 through 5 in this little first group and then they do just a
04:05little visual break and then there is number 6 through 10 and then the bottom layers,
04:10layers 11 through 15, and then 16 through 20.
04:14So almost with everything in Blender, you can select one of them or hold the
04:20Shift key down to select many of them.
04:23Now, these layers are so important,
04:25the number keys at the top of your keyboard select a particular layer.
04:30So for example, I'm going to press 5 on my keyboard and that selects layer 5,
04:356, 7, 8, 9.
04:37If I want to Shift+Select and select many of them, I hold the Shift key down and
04:42I guess it's supposed to be like the @ sign above the 2, hold, then I'm going
04:46to do it by actually Shift+ Selecting Layer 2 as well.
04:49So each object is assigned to one or more layers.
04:53So this cube right here, if I press M in the 3D View to map out what layers this
04:59cube is member of, I can see that the cube is on layer 1.
05:04So as long as I have layer 1 selected down here, I'm going to see that cube.
05:08If I click on let's say Layer 3, I don't see anything because nothing in this
05:12particular scene is a member of that layer and I can tell that because there
05:16is not a little dot.
05:18There is a little dot on the Layer button.
05:20It means that something is on there.
05:22So that's an overview of the default scene and what it means to you and how to
05:27organize and select different things, and see what's in a particular scene.
05:32When you open up somebody else's scene, it's like Wow!
05:35What's all this stuff here?
05:36Well, that's how you can navigate around and start to break it down.
05:39I would suggest you start with the layers, go through each and see what kinds
05:43of things are organized on the different layers, and try to get a feel for all
05:47of the different objects that come together in a 3D scene to produce the actual rendered output.
Collapse this transcript
Setting themes, UI colors, and user preferences
00:00In Blender, theme refers to the color scheme that's used and the style of the
00:06user interface and you can customize this.
00:09The way you get to the themes is to pull down your User Preferences window and
00:14click over here on the Themes tab and there are two themes that are shipped
00:19with Blender.
00:20Woo! The Default and the Rounded theme.
00:23The Rounded theme gives a more of a Mac-like Halloween kind of feel to the
00:27whole user interface.
00:29The backgrounds are a little darker gray, and then your highlights are in orange.
00:33So you have this kind of a charcoal and orange feel to it and all of the
00:37windows, all of the little controls now have kind of a rounded outline.
00:41However, I find it kind of dark to work in.
00:44So what I like to do is to load up a whole set of customized themes.
00:48But before I do that, let me go through on how you can now customize your own
00:52theme and then I'll show you a fully customized theme that I like.
00:55First of all you know you can add or delete your own theme if you want and when
01:00you click Add, now I have a New User Theme that's going to be set up and for
01:04each type of window, and we have already gone over all the types of windows,
01:07so you can see I'm trying to approach this in a pretty structured manner.
01:11But when we come up to like the 3D view, we now have different elements
01:15within the 3D View.
01:17So we have the background, we have text, we have text highlights, we have the header,
01:22we have the panel, we have the grid itself, when things are shown in
01:26normal and grouped mode and things like that.
01:29So let's just go ahead and change the background and when we select Background here,
01:34now we have these RGB sliders or Red, Green and Blue sliders that allow
01:39you to change the color.
01:41So if I want to give it like a little pink action going on or slide it down to
01:46like a gold background, I can do that.
01:49I can also just click on the Swatch here and bring up the handy-dandy color
01:53picker applet and this applet allows me to select any particular color from
01:59the infinite range of colors that are supported and when I just press Enter,
02:02then boom! There it is.
02:04We have a lime green, charcoal really kind of ugly looking user interface and
02:09it's really easy to make a user interface kind of ugly and that's why I always
02:14want to reuse a theme that's been developed by people and you can go out to
02:19Google and google Blender Themes and come up with a bunch but I have given you
02:23one that is pretty cool, and what we want to do is we want to run that and each
02:28of these themes is actually a script, a Python script.
02:31So if we come out to let's say the scripting desktop layout, we can come to the
02:36Text Editor and simply do a Text > Open and if you navigate to your interface folder,
02:43you will find a GONX theme by Dittohead.py file.
02:49And you just click Open Text File there and that brings that Python program into Blender.
02:55 Then we can then do a Text > Run Python Script.
02:59What that does is it sets up what I think is a very attractive user
03:03interface for using Blender.
03:05It takes care of all the colors and all of that kind of good stuff.
03:09Finally, now to save this, we'll go ahead and do a Text > New to get rid of that text,
03:15come on back to our Model 4- up because that's the one that I use.
03:21If there is any other changes you want to make, go ahead and make them and then
03:24after you are done, go ahead and press Ctrl+U for saving the user defaults.
03:30When you do that, what Blender is going to do is it's going to take the contents
03:34of this file and put them in a special place, either in your applications data
03:39if you are on Windows or some other magic place within the Apple and the Linux worlds,
03:43and save that as the file, the actual Blender file, that's going to be
03:48opened up the very next time that you start Blender.
03:52So as you can see, Blender offers a very flexible way of customizing the colors
03:57and the appearance of the user interface.
Collapse this transcript
Understanding how to safeguard your data with autosave and backups
00:00One of the most frustrating things to me is when I'm working hard on something
00:06in an application and say all of a sudden it just decides to crash for whatever
00:10reason or we lose power right in the middle of something and so Blender has a
00:15number of different things that help protect you and help you be able to recover
00:19from that kind of situation.
00:21And I would like to go over them in this video.
00:24There are a couple of different ways.
00:26First of all, let's talk about undo and redo, and pull down your User
00:31Preferences settings, and click here on Auto Save, and click here on Views &
00:37Controls, and click here on Edit Methods.
00:41Here, in this tab right here is the Undo function and Blender can save a whole
00:46bunch of different undo steps, 32 is by default.
00:50So each time you do something-- Let's say I'm going to move this cube.
00:54Then I drop it and Oh!
00:55What did I do that for?
00:56I don't want to do that.
00:57Then just press Ctrl+Z. That undoes whatever that is and then also I can do
01:02Ctrl+Y to redo that action again.
01:06Like, oh No!
01:07No, I really did want it over there.
01:09So I just press Ctrl+Y, and it goes back to where it was.
01:12By default now, an unlimited amount of memory is going to be used to save
01:16anything done anywhere within Blender.
01:19So that's the first thing, undo and redo just from short simple mistakes.
01:23Now, for a little bigger mistake, click on Auto Save.
01:25Let's say I have been working in a file and all of a sudden, I lose power.
01:31Well, Blender has what's called Auto Save Temp Files, which means that in the
01:36magic place on your hard-drive it's going to save out a copy of the Blend file,
01:41in this case, every 5 minutes.
01:43So I'm never really going to ever lose anymore than 5 minutes worth of work.
01:48If for example we lose power right in the middle of something, all I need to do
01:52is go out to my Operating System Temp folder.
01:55Now, depending on the Operating System, this Temp folder could be
01:58located anywhere.
02:00In Vista, it's kept in a very magic secret place that's not even really shown to
02:06you, which is really kind of annoying, but under Users and then your name of
02:11your user there is a hidden folder called AppData for some bizarre reason.
02:18So you actually have to click in the Folder View there, and actually type in
02:23\appdata and then this folder is revealed to you.
02:30If you double-click and drive into this Local, you will find a Temp folder.
02:35If you drive into that Temp folder, you will find two files.
02:39One is the most recently saved copy of whatever changes you have made actually
02:45here within the last 5 minutes.
02:46The other thing that happens is every time Blender quits, it writes out
02:51a quit.blend file.
02:53So if I for example, just in a heat of passion, I just get really disgusted
02:58and then I just go Hey! Quit.
03:00And I quit out of Blender, all I need to do is double-click on that file, and
03:06whatever I was last working on, it's saved in that very same state.
03:11On a Mac, the Temporary folder is kind of hidden as well and at the Header
03:17menu, click Go, Go to Folder, and type- in /tmp in the name of the folder that
03:24you want to go to.
03:25When you click Go, the Mac will reveal that there is actually a private folder
03:29on your Mac hard-drive and in that folder is the Temp folder.
03:33Here we have been rendering at a sequence, so here is all the JPEGs that we
03:38have been rendering.
03:39Then down here is the quit.blend file that you can use to resume your last
03:44session when you last quit Blender.
03:47The other thing that happens if you are a Maya user or something like that, a
03:50complicated scene can take a half an hour to load or save.
03:54Blender has a very, very efficient file structure and writes out the memory
03:59to disk very fast.
04:01So you can actually do 5, 10 minute saves even on very large files.
04:06It doesn't take that long to load and save these files.
04:10Every time I do a File > Save by the way, I don't overwrite the last version.
04:16What happens is if I save this file out based on the number of versions I have
04:22specified here, and I'm going to go ahead and go to my Exercise Files and look
04:29here under Modeling.
04:30Okay, here is an example.
04:32I was working on this Arms-Complete file, and every time I did a File > Save,
04:37what happens is Blender doesn't overwrite that file.
04:40What it does is it takes that file and it copies it to blend1, and if there was
04:44a blend1, it copies it first to blend2 and so forth.
04:47So you have this kind of trickle down theory of blend files that in this case,
04:52I'm going to save up to 5 versions.
04:54So I'm going to have a blend, which is the last save, a blend1 which is the
05:00save before that, a blend2 which is the save before that, the blend3, and the
05:05blend4, and the blend5.
05:06So I'm going to have 6 files here that provide file-level or incremental
05:12save backups.
05:13Let's say I do some work in this file here, and I save it and I do some more
05:18work that just totally messes it up.
05:20I can just go in here and just reopen this blend1 or blend2 file.
05:26They are formatted exactly the same, they are actually just a blend file, and I
05:29can just actually double-click on them, or just use the File > Open command to
05:34just open them up as a regular blend file, and then pick backup from that point.
05:38Also, Blender helps me out with the recent files.
05:42So when I do like File > Open, if I come down here with my little selector, it's
05:48going to show me the ten most recently last used files that I have used.
05:53Blender also can save a preview image of the blend file based on of what's
05:58in the scene.
05:59Most of the time, if after I have been working and I want to go back to my
06:03last like say work of 5 minutes ago, Open Recent sometimes can find this file
06:11and open it up.
06:12Now, another location to find these Temp files was over here under File Paths,
06:17you have a Temp folder specification to say where the Temp folder is.
06:22In this case c:/tmp/.
06:26So sometimes too files get thrown in there that you can then use to reopen.
06:31So those are the several manual and automatic ways that you can set up to make
06:36sure that Blender saves your work on a regular basis and prevents any loss of
06:41data, or loss of work because of crash or for whatever reason.
06:45I really like to always save when I have made some sort of a major milestone,
06:49and I have got into a known steady state.
Collapse this transcript
Appending and linking assets
00:00Very often when you are starting off a new project, you are not going to just
00:03start creating everything from scratch. You are going to want to go into a
00:06library and pull out some stuff that you have been working on or that your
00:09team's been working on or that your company has been working on and has used
00:13and developed in the past, and that's called Asset Management.
00:17And the feature in Blender that allows you to bring in those assets is called
00:21Appending and Linking.
00:22The purpose of this video is to show you the different ways and discuss maybe
00:26some of the different things that you can use to set up reusable assets
00:30within Blender.
00:31Now there isn't any fixed folder, structure or any kind of required or mandated
00:37asset management structure to your objects in your projects.
00:41That's both a good thing and a bad thing.
00:43The good part about that is you can work with people on the other side of the
00:46world and they can email you these blend files and you can readily just open
00:51them up and start working with them right away.
00:54You can also do a File > Import and Export of the blend file data to work with
00:59other kinds of applications.
01:00For example, the Autodesk formats are supported as well as the common
01:06interchange formats, like between Max and Maya will import and export an
01:11OBJ file.
01:12The COLLADA file was kind of designed to be a data exchange format and Blender
01:18supports these by running an Import script and then you can also run Export
01:22scripts that export certain kinds of data.
01:26So if we want to bring in an asset from another blend file, we have to invoke
01:30the Append or Link function here from the menu or press Shift+F1 from a fairly
01:35large 3D View and the window will change to a special class of the file browser,
01:41called an Asset Browser and it's going to position itself to the last file that
01:46you are working with and I happened to be working with this file.
01:49Your will be somewhere else in your directory tree, so let me go through this
01:53window real quick and show you how to use it to navigate.
01:57First of all, the P button brings you up to the Parent directory.
02:01As you can see here, I'm buried down in my hard drive and Mac users, you will
02:06probably be starting out with like a volume over here.
02:08Windows users, it's a C:
02:10indicating your C drive.
02:11Linux users will have probably a / usr being your user folder, but this is
02:17basically your path to your files wherever you have them stored on your
02:22particular computer.
02:24My particular files for this exercise are located under my Desktop, so I just
02:30click on Desktop and that navigates me down into that folder.
02:34Under my exercise_files, under the Library and now this is where you should
02:38start to match up wherever you have downloaded onto your hard drive.
02:42This directory structure should now match yours.
02:44So now I'm going to come under Objects and select Captain Knowledge.blend.
02:51When you click on that file, you dive in to that file and you are exposed to all
02:57of the different kinds of things that are inside that file and in this
03:01particular file, there are these kinds of things available to you.
03:05Now there are two separate kinds of sets of things that are in Blender.
03:10There are objects that you can look at and see and touch and feel and work with,
03:17and then there are types of objects like types of meshes or types of materials.
03:22So if you import let's say this Yellow material and we are just going to go
03:27ahead and load library.
03:29It doesn't actually show up because it's there.
03:31It's sitting in memory.
03:33If we go ahead and press Space, Add and Mesh, Plane and here is the plane
03:38right here.
03:39We now, when we come over to our material system, we can see that -- and when we
03:45click the Selector here, there is the Yellow.
03:47It's sitting there, waiting for us and so if we select it, now this plane is
03:52going to be textured yellow and if you press Z, you can see that it's
03:55textured yellow.
03:56So that's a way of importing types of things so that they are in your memory, in
04:01Blender, waiting to be used.
04:03The other way to append or link things is through the Append or Link
04:08function, but instead what we are going to do is go up a level and select the
04:12Object itself.
04:14Now the object in this case is Captain Knowledge.
04:18If we go ahead and we right-click and then just kind of drag over all of these
04:23things and click Link, what we are going to do is establish a link between this
04:29blank.blend file and this Captain Knowledge.blend file and we are going to bring
04:35these objects in, but we are going to link to them.
04:37And instead, if this object is still being worked on, let's say it's being
04:42drafted by another artist working in that other file and saving his updates,
04:46when we open up our file, Blender will go out and grab the latest updates.
04:52So we'll always have the latest updates here.
04:54So you use Linking to just establish a link to that other file and that
04:59other object and linked objects are shown over here as this little LI icon
05:04in this little yellow box.
05:07That tells us that's a little visual cue.
05:09That tells us this object isn't ours.
05:11It's actually linked and so we don't actually own it, we are just kind of
05:15borrowing it to use it or work on it.
05:17Same thing over here in the materials, you can see that little LI icon.
05:21If at some point we want to break that link, we can go ahead and make a local
05:26copy of that object and bring it into our file and now that the outline changes
05:32from being that cyan, which indicates that the object was a linked object, to
05:38now the yellow that tells us this is our own local copy.
05:42So in addition to saving things out in external files, we can also pack images
05:48and pack information into the file itself and that's found under here File >
05:54External Data, Pack it into the blend file.
05:57So for example, this Captain Knowledge I happened to know that it uses an image
06:02texture for his eyeball for the iris and that was actually borrowed from another
06:07asset library system.
06:08So, to properly give somebody this file, I would have to give them not only the
06:13blend file, but also that image file, which may be a PNG or a JPEG.
06:17I have to give my 2 or 3 or 5 or in some complicating cases, a couple 100 files,
06:22which would be kind of difficult to manage.
06:25What we can do is we can do File > External Data, Pack into the blend file
06:29and now everything that's used by this particular scene is packed into this
06:35one blend file.
06:37So the blend file is like a mudball kind of effect that it can store JPEGs and
06:41PNGs and all that kind of good stuff all inside of it and the packed files
06:46indicated by this little Package icon right here that shows you and indicates
06:50that this is a packed file.
06:52And then when I email this let's say to the other side of the world, the person
06:56that gets it can open the package, unpack it back into either the original
07:01location or other relative locations and then be able to work on those
07:06individual files by using any kind of other external program.
07:09For example, if they were image files, then I could use Photoshop to touch
07:13up the images.
07:14So, reuse is really essential to saving time and saving money and being more
07:19productive and this tutorial then showed you how to save your library blend
07:24files for ease of reuse.
Collapse this transcript
Using the open-source movies and assets
00:00(Music playing.)
00:14(Bonk!)
00:15(He-he-he-he. Squeaky laughter.)
00:17(Music playing.)
00:30(Smack!)
00:32So there is a great example of an open movie.
00:35Now an open movie is a thing that the Blender Foundation started with the project
00:42Orange, which resulted in the movie called Elephants Dream, and that was
00:47the first time ever that a movie and all of the assets and the software that
00:55was used to produce the movie were all released to the public domain and now
01:00Big Buck Bunny, the trailer which you just saw is the second iteration of that experiment.
01:06Ken, a production company that is publicly funded and it's funded through the
01:12pre-sales of the DVDs create some visual imagery that is compelling and
01:17entertaining, is loved by millions of people and is put in the hands of the
01:22users and that's called user generated content and so that users can now take
01:27these assets, use the software and create their own movies based on these
01:32reusable open assets.
01:35And so, I think the answer is absolutely Yes, that you can go in and have this
01:40software running on your desktop and be able to use all of that.
01:44So let's go through, just take a few minutes and if you have got the DVD, great.
01:49If not, this will serve as a great example to see how things are structured
01:53and organized and the kinds of things that are readily available for
01:57downloading over the internet.
01:59So I have put a link to some of these assets, both the Orange and the Peach DVD
02:03on my Desktop and the principal two folders that we'll be using actually in
02:08this course. I use some of these blend files to demonstrate key concepts.
02:13These are organized on the DVD under two folders.
02:16One is called production and then the other is called simple_blends.
02:21Simple_blends are simplified versions of a lot of the stuff that is given away
02:27so that you can open it up on your computer.
02:30Within the production environment, there is a whole bunch of stuff
02:35organized into characters.
02:37There is four or five main characters in the movie and each of these is, for
02:42example, the bird.blend.
02:43You can open that up and you get the bird.
02:46You get the bird, the rig, all of the materials that went into it and a lot of
02:50the reusable actions that the bird can do.
02:53Also available, if you just go ahead and just do a File > Open, is the
02:58environments, the background, the branches, the trees, the mushrooms, the
03:03plants, the rocks, the apples, every element in that movie is right here
03:08and readily available.
03:09We have the matte paintings, props and then every scene that was used in the
03:14movie is constructed here, which links in all of these assets too.
03:19Now some of these files can get very large, very complicated.
03:22This is a professional production and they were done on the 8 gig Solaris
03:26workstations I believe.
03:28Some of them are pretty hairy, pretty complex.
03:31Most of them though you can open up the individual ones.
03:34You may not be able to do a render of them at their full production movie
03:39quality, but by just making a few reductions in the particle system and like that,
03:44that you will learn about in this course, you will be able to get a
03:47good render out of it.
03:48Under mattes, for example, under textures, are dozens and dozens and hundreds
03:54and total of all of the different matte paintings and textures that were used
03:58in the movie, so please, by all means feel free to browse these libraries and
04:04reuse these assets.
04:05And in fact, I don't create eyeballs anymore. I just come in here and grab the
04:10eyeball which gives me the texture and the cornea and all that mesh shape and
04:13saves me so much time when I'm doing my own projects.
Collapse this transcript
2. Modeling
Working with objects in 3D space
00:01When you first start out in modeling and computer graphics, you are presented
00:05with this screen that presents a viewport into your 3D world.
00:09Now, your 3D world is almost like you are floating in space and you can go in
00:14any direction for almost an unlimited amount of distance.
00:17And your 3D view shows you this virtual reality.
00:23Inside to this reality we have a couple of default objects that are already
00:27there to kind of give you a sense of perspective and help you orient yourself.
00:31And we have the cube
00:32that's positioned in the center and we have a ground plane here.
00:36So, we can kind of think of ourselves as sitting here with the camera, looking
00:40out of the cube, sitting on this ground plane and by clicking the middle mouse
00:46button, we can view and rotate in any direction that we want.
00:51Now a 3D space, you have to have some orientation, some axis.
00:55So what we have adopted and what I'd like to work in is the X, Y, Z coordinate system.
01:02You could think of Y as being in front of you and going away from you.
01:07X being left and right and then Z being up and down.
01:12So, if you looked up you would be looking up into the Z direction, up into
01:15the sky.
01:17Now a typical CG scene consists of hundreds of objects and the most of the time
01:21you are going to be wanting to add the objects into this virtual reality at some point.
01:26Now in Blender, the object is always added wherever the 3D cursor is, which is
01:30this red and white dashed circle.
01:32So, if we click somewhere we have positioned that 3D cursor somewhere in that
01:37space and when we press the Spacebar, we get the Add menu, there's other menu
01:43options there that I'll explain later.
01:45But here's the kinds of objects that you can add into your 3D space.
01:49There's mesh objects.
01:51Now Mesh object is like the skin of something and that outside part has a
01:56materials and textures and things that we'll get into.
01:59And those Meshes, what we call Meshes or other people call them polygonal
02:03surfaces, consist of a couple of primitives and we build up a very
02:07complicated model from very simple primitives.
02:11Primitives that are readily supported by Blender include a Plane, a Cube, a
02:15Circle, a UVsphere, which is a sphere, a regular ball if you will,
02:21an Icosphere, which is a special kind of ball that looks like a soccer ball,
02:25a Cylinder and a Cone.
02:28So if you add say a ball, click on UVsphere and for most of those primitives a
02:33sub-menu will come up that allows you to tailor how big the object is initially
02:38in Blender units and then how detailed it is.
02:41Let's go ahead and accept the defaults for now.
02:44And now we have added a ball into our scene.
02:47We can move this ball by pressing G, which grabs the ball, and then as we move
02:54our mouse cursor the ball moves with it.
02:59If we wanted to make the ball smaller or bigger, we want to scale it.
03:03So if we press S and move the mouse towards the object, it scales it down
03:09and makes it smaller.
03:10If we move the mouse away from the object, it scales it up.
03:14It's almost as if the mouse cursor was pulling on this thing to make it bigger.
03:20The other thing we can do is rotate the object and rotating a ball
03:24doesn't really show much.
03:25So I'm going to right-click on the cube and we are going to press R and then
03:28that rotates the cube around whatever perspective the 3D view is in and
03:34rotates the cube.
03:36If we don't want the cube anymore we can press X and that deletes it.
03:43If we select something and we press X by accident and we don't want to delete it,
03:48simply move your mouse outside of that pop-up window and that pop-up window
03:52will go away and Blender will not execute that action. That aborts that action.
03:57The other way to select objects in 3D views, what we call the bounding box
04:00selection and we have let's say these lights here.
04:04So if you press B, your cursor changes to a crosshair.
04:08I hope you can see that in the training video.
04:10If you left click and drag your cursor now, you are actually making a box and
04:15when you let up everything that was partially within that box is selected.
04:21To deselect the things you press B again, and now this time you can right-click
04:26and drag and now everything that falls within the box when you let up on the
04:30button is deselected.
04:33Now as you add objects to your 3D scene.
04:36it's going to get kind of busy. So here we are going to add a Plane.
04:40We are going to add a NURBS Curve, we are going to add some text and as we
04:47add these elements our scene can get filled up pretty quickly and get pretty complicated.
04:53So Blender supports the notion of layers where we have different objects on
04:58different layers and then when we want to work on certain objects that are
05:02related, we just select only that layer.
05:05So right now we are going to look at only Layer 1 and as you can see, we have
05:09most of our stuff on Layer 1.
05:11But when I clicked on Layer 1 some other things went away.
05:14That ground plane went away.
05:16Where did it go?
05:17Well, it's over here and Blender shows you where things are and if there's
05:21something is on the layer it shows you by having a dot on that little layer.
05:25So, if I just left-click on that layer button, I see that this layer, Layer 10,
05:30they are numbered 1 through 5, 6 through 10, 11 through 15 and 16 through 20.
05:36Now this layer has three objects on it, the Plane and two lights.
05:42If I want to move something to another layer, I press the M key to move it and
05:47then just click the layer that I want it to be on.
05:52Now that layer has a little dot that tells me that something is on that layer.
05:58To select multiple layers, I just hold the Shift key and select those layers and
06:03now everything is selected.
06:05I can just very quickly select all of the layers by pressing the Tilde key,
06:10which is Shift and then you hit the button on the American keyboard right next
06:15to the 1 at the top of your keyboard.
06:17That selects all of the layers.
06:19All right so that's basic mousing around objects in 3D space.
Collapse this transcript
Navigating 3D views
00:00When we look into our 3D space and especially when we are modeling, we need to
00:04have some fixed reference perspectives that we can consistently go back to in
00:08order to be precise in our modeling.
00:10Our brain has to perceive this 3D space as real and it has to be able to jive
00:16with our notion of reality, so that we can model things accurately.
00:20Now, I know that we are in a user perspective here because I'm looking at our
00:23little Access Orientation icon down here in the lower left-hand corner and
00:28it's showing me the different orientation as I move the perspective around.
00:34When I press 3 on the num pad I'm looking at the side view, but it would be
00:38nice if Blender would tell me that I was looking in the side view.
00:41So, let's turn that on now by coming up to our User Preferences and in our Views
00:46& Controls context, click on View Name.
00:50Now the name of the view is showing in the 3D view.
00:53So, now we can say that okay, now I'm looking at the right, now I'm looking at
00:57the front and now I'm looking at it how I want to look at it.
01:01As we are modeling, when we want to work on this side, we can switch to side
01:06view and then when we want to work on the front, we can switch to front view,
01:08but that quickly becomes pretty tiring to keep switching this view
01:11back and forth.
01:13So, what I have done is create another Desktop layout that has multiple views
01:18active at the same time.
01:19If you come up here and select Desktop Screen Layout number 2-Model 4-up, we now
01:25have a Screen Layout that has four 3D views.
01:29Each of the 3D View windowpanes is oriented a different way. As you can see we
01:34have Top, Front, Right and the Camera.
01:37Each of these views is looking at the cube from a different perspective.
01:41It's almost like we have four different people in our 3D space, looking in on
01:45our view from their different perspectives.
01:48Now we do this so that we are a lot more productive.
01:50If I want to work on this side a little bit, I can work in this window.
01:54But then if I want to hop over and work on the top of the cube, I can come
01:57over and just move my mouse over into this window and I don't have to switch
02:01the actual view around.
02:03As I move my cube in one view, it moves in all the other views as you can see,
02:09according to how I'm moving it.
02:11So, all of the views are updated and then synchronized immediately.
02:14Then when we are modeling something very precise, we want to use what's
02:18called Orthographic Mode, which is a grid type of layout where we can use
02:22and do blueprints and use blueprints as reference images to model something
02:26very precisely.
02:28However, our eye does not see things like that and when we look through the camera,
02:33we see things from a perspective view point, which is where things are
02:37distorted the further they go away from or towards us.
02:40So to switch any view into a Perspective Mode, you just press 5 on your num pad.
02:45Now, when I look through this view, it looks a little more real.
02:48It looks a little more like the way I would see it and helps my brain perceive
02:53that this is a real cube.
02:55To switch the view back, I just press 5 again and to switch this back to the Top view,
03:00I just press 7.
03:01Now these views are laid out the same way they are on your num pad.
03:05If you look at your num pad on your keyboard, you have the 3 here, the 1 in this
03:09lower-left position and the 7 in the upper-left.
03:13Now as the scene gets pretty complicated and I'm working in these different views,
03:16I probably don't want to be distracted by all of this other stuff
03:20that's in this scene.
03:21So to look at just this cube, I'll activate Local Mode, which is the Slash key
03:26on the keypad.
03:28Now, only this cube is shown in this view.
03:31To go back to the Global view, I just press Slash again.
03:35Now all of these settings and views, if in case, you forget all the num pad keys
03:38or whatever, they are all in the View menu and they are listed right here for
03:43you and you can select them from here.
03:45So, as you are modeling, use these different views to get the right perspective,
03:49so that your brain can perceive this space as real.
03:52To switch to the other side, right now I'm looking at the right hand side, if I
03:56want to look at the left side, I just press the Ctrl key and hit the
03:59appropriate num pad key.
04:01So Ctrl+3 makes me look at the left side or just the 3 makes me look at
04:05the right side.
04:06If I want to look at this cube, like as if I was underneath it looking up,
04:11I just can switch to Bottom view by pressing Ctrl+7 over here and now I'm
04:16looking up at the cube.
04:18So being able to select and change these views is essential to great modeling.
Collapse this transcript
Understanding Blender modes
00:01Now so far, I have been working with this cube as a whole object. When I press G
00:04and grab and move the object, I'm moving the entire object.
00:08And you can tell that the whole object is moving because the yellow dot that
00:11represents the center of the cube moves with the whole object.
00:16But when we get into modeling and editing and working with this cube, we want to
00:21change the shape of the cube.
00:23In order to change the shape of the cube into something else, we have to go
00:27into Edit Mode.
00:28Now in Edit Mode, when I Shift+Select some of the vertices and press G to grab them,
00:34I'm moving just those vertices and these vertices, along with the edges and
00:39the faces, change the actual shape of the cube into something else.
00:44I haven't moved the cube as an object, but I have changed the shape.
00:48Now, the other way to change shape is in the Sculpt Mode and when we are
00:52Sculpting Mode, we use some pretty advanced sculpting tools, just like a real
00:56sculptor to change the shape of the mesh.
00:59I have a whole another video on sculpting later on.
01:03The other modes,
01:04the Vertex Paint Mode, is used to give the cube some color according to
01:09the vertex colors.
01:10Texture Paint Mode is used when we actually paint this cube in a very detailed
01:15manner and create what's called an Image Texture.
01:18Weight Paint Mode is used when we are animating and we want a certain bones
01:22to affect certain areas of the mesh and to change the shape of the mesh in a
01:26different way.
01:27And so we actually paint the different colors on to the mesh that represent how
01:31much that bone is going to affect the shape of the mesh.
01:35So, all of these modes allow us to exercise control over how the mesh is
01:40changed, how the shape changes or how it's colored or how it's affected by
01:45other objects.
01:46And that's a quick overview of the different modes we have for working
01:49with objects in Blender.
Collapse this transcript
Understanding meshes
00:00So when we talk about editing a mesh, I thought it would be helpful to look at
00:04something that's already been done and this is the rabbit from Big Buck Bunny.
00:08So, let's just look at a mesh and see what it's composed of and see what kind of
00:12components there are to a mesh object.
00:14So, we've talked about the different modes, how you can select the mode here
00:18from the Header menu or you can just press Tab on your keyboard and that tabs
00:22you right into Edit Mode.
00:24And here you see all of the vertices, now there is a lot more than the 8
00:27vertices that there were in the cube.
00:30But this object started out as a simple cube and all of the different mesh
00:34editing tools were used to create this shape.
00:38Right now, we are looking at the vertices.
00:41These little blue dots are the vertices that make up and define the shape of the mesh.
00:46That's indicated down here in your Header bar under Vertex select mode.
00:51We can look at the edges, which is the lines that are connecting these vertices
00:55together, and right-click and select now just the edges that define the mesh.
01:00And you can see that sometimes I'm selecting the edges that are on the front
01:03side and sometime I'm selecting edges that are on the back side, namely on this
01:07little bunny tail there.
01:10If that's kind of distracting, you can hide that by occluding, which means
01:14to make it invisible, any background geometry and now I'm looking at just
01:18the front.
01:19Also, I want to note too that we can turn Off this grid that's in the
01:22background, a lot of people find that a little confusing, by going to our View
01:27Properties and turning Off Grid Floor.
01:30Now it looks not as distracting.
01:32We can of course use all of the standard window Pan & Zoom controls to zoom in
01:37on any pushing of the mesh by using the middle mouse wheel and/or clicking the
01:42middle mouse wheel and holding down the Shift key to pan and zoom and
01:46translate the view.
01:47So that we can see this mesh that we are working on.
01:50The last component of a mesh is the Faces.
01:52Now, if we look at the Faces, these are the surfaces that are connected by the
01:58edges and the edges are defined by the vertices.
02:01So that's how vertices, edges, and faces go together to create this mesh
02:05shape that we see.
Collapse this transcript
Editing a mesh
00:00So let's get started and work with the mesh.
00:03First, we'll tab into Edit Mode, and now when we go into Edit Mode, I want you
00:06to notice that your menu options change as well your tools change and we covered
00:10some of these tools before, and we'll cover these other tools in other videos.
00:13What's different here is the menu now has a Mesh menu and I'd just like to
00:17go through and point out the different menu options that are available
00:21because there is just a ton of different mesh editing tools that are
00:24available in Blender.
00:26To start with, let's look at the Vertices.
00:28We can take the Vertices and we can merge two vertices together, rip them apart,
00:33split them, separate them, smooth them.
00:36We can also delete a vertice just like we can delete an object by pressing X. So
00:41if I want to delete this vertice, I just press X and that deletes that vertice.
00:47Now I have sort of a stage backdrop.
00:49Ctrl+Z undoes any mesh editing step that you have done and Ctrl+Y will redo it.
00:57We can also work with the edges of a mesh and bevel them and subdivide them, and
01:02let's subdivide this cube now.
01:04Press A to select all of the vertices and press W to bring up the Specials menu.
01:11This is another set of mesh editing features that are available to you.
01:15Let's just go ahead and select Subdivide Multi and cut each edge into two
01:21sections, which means that each edge will now have three sections.
01:26I can now let go into Face Select Mode where I'm working with the faces and just
01:31select one of the faces.
01:32I'm going to put away my widget here because it's little distracting.
01:36Now I can extrude edges and faces and vertices by pressing E and then moving
01:41the mouse.
01:42Now Blender automatically knows that this face is on top of the cube and when I
01:46want to extrude it, I probably want to go ahead and just bring it straight up
01:50and down and so it shows that axis constraint, that pink line that helps guide
01:54me so that I extrude this face straight out from the cube.
01:58Click to drop it and now I have a temple shape starting.
02:02I can also extrude sets of vertices by Shift+Selecting the multiple vertices and
02:08pressing E, and now I can extrude just the vertices themselves or the edges.
02:12I'm going to extrude up an edge, I get the whole face along with it.
02:21Now when I extrude and I select only vertices, I get only the vertices connected
02:27back to the vertices that I'm extruding from but I don't get the face.
02:31To connect these two vertices and form an edge, I'll press F, which gives me an
02:37edge between these two vertices.
02:40To make a face and a surface between these four vertices, I can Shift+Select
02:45all four vertices and press F and now I have a face that I can texture and
02:50color and see.
02:52Those are the main mesh editing tools that are available in 3D space that will
02:56get you going as well as the different menus and menu options.
03:00In addition, there is a whole bunch of other panel options that are used in
03:04either Object Mode or Editing Mode and these panels contain tons of tools
03:09that you can use to make very advanced changes and different shapes and
03:14adjustments to your mesh.
03:17So a dense mesh object may consist of thousands of vertices, each of which needs
03:22to be placed in Edit Mode and then surfaced to make your completed mesh object.
Collapse this transcript
Using the Mirror modifier
00:00Now when you are creating a mesh that consists of thousands or millions of
00:03vertices, you don't have to do all of that modeling work yourself.
00:07Blender can help you if you give it some rules for it to follow.
00:10So when editing an object, these rules are called modifiers because they modify
00:15the object for you according to the rules which you set up.
00:19The first modifier I'd like to talk about is the Mirror Modifier.
00:22Now many objects are symmetric like a chair, or a lamp, or an egg, or a car.
00:28They look the same according to some axis.
00:31So here we have a sphere and let's tab into Edit Mode and just for fun, let's go
00:36ahead and delete half of the vertices.
00:39Press B, drag your mouse over, select half of the vertices, press X to
00:44delete those vertices.
00:46Feel free to play with the other options there on deleting in any of
00:49the submenus.
00:50So now we have half of a sphere.
00:52If we tab out of Edit Mode, and add a modifier to that sphere, come over here to
00:58the panels, click the Add Modifier and as you can see, we have just a ton of
01:03different modifiers that we can add to this object.
01:06One of which is Mirror.
01:07Now all of a sudden over here in 3D View, that deleted half of the sphere just
01:13came back in from somewhere.
01:14Where did that come from?
01:15Well, the Mirror Modifier by default anything on the right side of the X-axis,
01:21it mirrors it on the left side.
01:24So if we tab into Edit Mode, we can see that we only have the actual vertices on
01:29one side but Blender fills in the other side for us.
01:33If we make any changes to one side of this sphere, by say grabbing and moving
01:39these vertices, notice how it's also mirrored on the other side for us.
01:46The other axis that you can mirror on is the Y-axis and the Z-axis and in fact,
01:52if you select and delete the bottom half of the vertices, deselect those
01:58vertices that we picked before and delete them.
02:01Now we can also mirror by pressing Shift to Shift+Select both the X and the Z.
02:10Now I have a quarter of the sphere, which is being mirror modified to create
02:15both a left and a right, and a top and a bottom and of course, if I go into
02:20top view and delete the back half of the vertices and Shift+Select the Y. Now
02:30all I have to do is modify a model, a quarter of this sphere to create an
02:40entire object.
02:44Using modifiers then, I can very quickly reduce the number of vertices that I
02:50have to work with in order to create and modify the entire shape.
Collapse this transcript
Working with Vertex groups
00:00As you get a pretty complex mesh, it's essential that you be able to isolate
00:04different parts of the mesh and only work on the vertices associated with
00:08the particular group.
00:10So in this video, we are going to go over how to establish what's called
00:13the Vertex Groups.
00:14So we tab into Edit Mode.
00:16Let's go ahead and press A to select none of the vertices and then press B to
00:20select the vertices from his left hand.
00:24Over here in the Editing Context, in the Links and Materials panel, we have
00:28two sets of controls.
00:31Here is the Vertex Group.
00:34To create a new vertex group, just click New and a new vertex group is loaded in
00:38and its name by default is Group.
00:41So let's go ahead and click there to rename that something meaningful
00:45like Hand.L for left.
00:49Now the reason I'm going to do that is because Blender has some automatic
00:52features for renaming and copying groups from the left to the right for
00:56symmetric objects that we talked about before.
00:58After we've created the group, we actually haven't assigned any vertices to
01:01the group.
01:02We need to go ahead and click Assign there.
01:04And now those vertices are part of the Hand.L group.
01:09So let's press A to deselect them and now we can come over and click Select or
01:15if we want to work on just the hand group, a common workflow is to press A to
01:20select all of the vertices, deselect the hand group and then press H to hide the
01:28vertices that were selected.
01:29And so now in my virtual 3D space, I only see the hand vertices and I can zoom
01:34in and work on them in detail.
01:36If I don't want a group anymore, of course I can just press Delete.
01:40To unhide vertices, I press Alt+H and that's a very common thing in Blender that
01:46I want to talk about a little bit.
01:47Whenever you have a hot key to do something, to undo that or do the reverse of
01:52it, you just pull the Alt key and press the same letter.
01:55So H to hide, Alt+H to unhide.
01:58Now we go through our model and create many groups.
02:01Now you can do this after that mesh has been modeled or you can do it while
02:06you are modeling the mesh and extruding those vertices, for example, to make the ear.
02:10So now we click New, type in Ear and Assign those vertices.
02:15So now we have two groups, when you click the Selector, all of the existing
02:20vertex groups for that mesh, pop- up here and we can select them.
02:24Press A and then just click Select.
02:27So that's a little bit about defining, creating, and using Vertex Groups to
02:32isolate portions of a very complex mesh.
Collapse this transcript
Using Bézier curves
00:00In addition to meshes, Blender offers a lot of other kinds of objects that we're
00:04going to talk about in this video, one of which is Bezier curves.
00:08Now let's go ahead and select Layer 2, so that we are looking at a new blank
00:12layer and press Spacebar, Add > Curve.
00:16Now Blender supports two basic kinds of curved objects and surfaces, the NURBS
00:23Curves and Surfaces as well as Bezier curves.
00:26Now a Bezier Curve and Circle can be a two-dimensional or three-dimensional
00:31object, 2D makes a Flash kind of object.
00:33So let's go ahead and select that.
00:35When we click there, it's been added into the View and already oriented towards
00:40our particular perspective.
00:42As an object, the curve is simply a line, but when we tab in to it, we see that
00:46the line instead of being connected by vertices, I'm going to turn off my
00:49little widget here.
00:51It's actually composed of handles.
00:53As I grab and move a handle, I move the curve just like a French Curve that you
00:58used in your drafting class, if you took that.
01:00If I select one of the end points of the handle and press G, I'm changing the
01:05influence or the amount of deformation that end point exercises over the rest
01:11of the curve.
01:12Bezier curves are extruded the same way, I press E, and I extrude out
01:18another handle point.
01:20Then I can rotate the handle point by pressing R and scale the handle by
01:26pressing S and moving the mouse, just exactly the same as we do objects and
01:30faces when we're editing meshes.
01:32I can extrude a couple of more points here.
01:35Now once we have our basic shape defined, we want to close this curve by
01:43pressing C. That closes the circle and makes a constrained curve surface in
01:50two-dimensions that we can use as a mask or as an element in a composite image.
01:57By default, curve objects are two-dimensional.
01:59If I come here to Solid view and see it's just two-dimensional.
02:04I get rid of my grid.
02:06It's just a two-dimensional object.
02:10This could be the wing of Batman or somebody like that.
02:13We can also make it a three-dimensional curve by enabling 3D here in the Editing
02:18panel under Curve and Surface panels.
02:20Now when I go into Edit mode, I have a directed path curve.
02:25When I change my handle location in 3D space, the object deforms to be a smooth
02:31surface in 3D space.
02:34So I can use this now, for example, be the path for a roller coaster.
02:38There are other options for working with this curve in 2D and 3D space here in
02:43these panels and these controls under Curve and Surface, Curve tools and yet
02:47another set of controls in the Curve Tools1 panel.
02:52Ultimately, we want to convert this into a mesh.
02:54So that's an object function that we can access from the menu, or we can just
02:58press Alt+C to bring up the Convert Object Type.
03:02A three-dimensional curve is converted to a mesh, and now if I tab into Edit
03:07Mode, the curve is a series of points, vertices that form a mesh surface.
03:13I can skin this surface by selecting all the vertices and pressing Shift+F. Now
03:19Blender goes through and it connects all the dots together.
03:23I find it a lot easier to work with the 3D curve, get it the shape I want, and
03:27then convert it to a mesh, and then I can do materials and textures, and shape
03:32keys, and animations on the mesh object, once I have it defined in 3D space.
03:37So curves are great tools for tracing and modeling organic objects and
03:41then converting them into 3D meshes and they are guaranteed to have nice,
03:46smooth outlines.
03:47By setting them smooth, Blender will render them as a nice smooth object.
Collapse this transcript
Working with text objects
00:00Blender has a very powerful facility for working with text. You'll find that in
00:04compositing and titling and doing a lot of work with text.
00:07So let's go ahead and click on Layer 2 here and that kind of clears
00:11everything out since nothing is on Layer 2, so that we have a pretty clear
00:14workspace to work from.
00:17Come up here and click-and- drag down our User Preferences.
00:21If we select Edit Methods and Aligned to View, then when we add the text
00:26objects, they will be aligned to the Camera view.
00:29To add text, we just either poke in 3D view or press Space, Add and Text.
00:35The text object comes in.
00:36We're going to tab into Edit Mode and now we can change this text to whatever it
00:41is that we want to say.
00:42So we'll type in Hello World and press Tab to exit.
00:49Now we can position this text wherever we want, just by grabbing it and we
00:53can rotate it.
00:55If we want to make it bigger or smaller, we can scale it by pressing G, R or S,
01:00just like any other object.
01:02So let's go ahead and bring the camera back into view here by Shift-clicking on
01:07Layer 1 or just holding the Shift key and pressing the Tilde key, so now all of
01:12the objects are here.
01:14If we switch to Camera view by pressing 0 on the keypad, we can now see that the
01:19text is within our Camera view.
01:23Another way, instead of just manually entering text is to use the Text Editor.
01:28So we just go Text > Open and this window changes to a File Browser where we can
01:34then navigate to your exercise files and click on the Opening.txt file.
01:39It's just the simple text file.
01:40This might be ad copy that you've gotten from the copywriter that you want
01:44to add to the scene.
01:47Once we have the text loaded, we can automatically convert this text to an
01:51Object menu by clicking on the Edit menu and selecting Text to 3D Object.
01:56Now we have two options.
01:57We can convert each line of text to a separate object that we can then move
02:02around and position independently or we can take this entire text object and
02:06create it as one object.
02:08I'm going to go ahead and select one object per line here.
02:12Now I have four lines of text, but I have four separate objects that I can
02:17select, move, grab, scale independently and position them wherever I want
02:24them to be.
02:27Those are the basic controls for text, but there is also a lot of more finer
02:31controls to change the appearance of the font and like that.
02:34So with the text object selected, if we come over here to our editing
02:39buttons, I'm going to right-click and resize this to be a vertical, so we can
02:44see these panels.
02:46We have a Font panel for a text object.
02:49From here we can change the font that is used.
02:52This is a default built-in font that Blender comes loaded with.
02:57Based on your operating system, within Windows, your operating system fonts are
03:01located within your C:\Windows\Fonts directory.
03:05So we're going to go ahead and click P a couple of times to come up to our root
03:10directory C:\Windows and then select Fonts.
03:14On your Mac systems, it's going to be, if you'd go all the way up to your
03:19Volumes directory and select then, Macintosh Hard Drive and then under there,
03:24select the Main Library folder and then your Fonts folder, contains all of
03:28your fonts.
03:30Here we're going to use the Antiqua font.
03:33So you just left-click on a selected font and then click Select Font.
03:38Now that font is loaded in here.
03:41So for every other object that we want to be in that same font, we can simply
03:45click the right-hand side, Up/Down Selector arrow and just pick that font
03:49from the list.
03:51We can also pack this font into the Blend file.
03:54If we're sharing this with other people, then we can click this little Package
03:57icon and pack this font into the file, so that when we sent it over to them, if
04:02they don't have this particular TrueType font file on their computer, it will be
04:06packed inside the Blend file.
04:08We can also change the Justification and make it centered.
04:12I'm going to go ahead and switch here to Solid view, so you can see maybe the
04:15font a little better.
04:17I have to get rid of that cube.
04:21We can add a curve, and enter the name of the curve here then the text will
04:26curve around and not be square or straight.
04:29We can change the size manually here instead of scaling it.
04:33We can change the interline spacing if this was multiple lines of text.
04:37We can change the sharing or make it more italicized.
04:42We can also create text frames over here to have frames of text and then layout
04:47frames like if we were laying out a multicolumn ad copy.
04:52We can also then down here, give that font a little depth because it is
04:56working in 3D and I'll scroll around in here, so you can kind of see we're
04:59making the font deeper.
05:01We can also add a bevel and make sort of softer, rounder look and increase the
05:07resolution of that bevel to make it finer and smoother.
05:12That's a brief overview of working with text in Blender, and as you can see, you
05:16can create any kind of text object, three-dimensional, three-dimensional and
05:20arrange them in your 3D composition.
Collapse this transcript
Using reference images
00:01When we're modeling an object, very often it's very helpful to have some sort
00:04of a reference image to go by, and there is just a ton of different reference images.
00:09When we're modeling something precise, we want what's called orthographic views,
00:13and kind of a blueprint view of the object we're going to model.
00:16So let's go ahead into Model 4-up view.
00:18I'm going to go ahead and hide all of these default stuff, because we'll
00:23eventually want the camera and the lights and everything to render our CG object.
00:27But for right now, I want to just start on a new object, on Layer 2.
00:31I'm just starting conventions now on how I'm using my layers, which is something
00:35you're going to have to do in your project.
00:36So to bring in a background image as a reference into a 3D view, all we need to
00:42do is come over here to View > Background Image.
00:46Tell Blender we want to use a background image and load one up.
00:49We have three LearningMan PNG images from the front, the left and the rear.
00:56Now if you recall, this window is the Side view, so we want to choose left here.
01:02Click Select Image and then click anywhere in the view to activate the
01:07background image for that particular windowpane.
01:11Each windowpane can have a separate and different background image.
01:15So we're going to come over here and for this view, we'll use the Front view.
01:27We'll put these away and now we can see that we have our background images,
01:31however, now there is a debate, and it's totally up to you.
01:35Some people like to model their object with the center of mass as the center of
01:40the object, other people like to model with their feet on the ground, namely the
01:45feet at zero and the object at zero, which is what I like to do.
01:49So what we need to do is we need to shift these background images up a
01:53little bit.
01:55To shift the background image, we use these X and Y offsets.
02:00Now I can see that his feet are down here, which is 1, 2, 3, 4 units, too low,
02:07so I want to bump him up by 4 units, maybe a little bit more, as we zoom in on
02:15his feet to make sure his feet are firmly planted on the ground.
02:19Then over here in the side, we need to do the same thing.
02:23If you're using images that are orthogonally correct and they are blueprints
02:27from the same perspective, you need to offset them in corresponding views by
02:31the same amount.
02:35Now as I zoom in on this guy, I can see this image is not exactly centered.
02:40It's a little bit off.
02:41So to move him left and right, we use the X offset.
02:44So by clicking once here on the little arrow, I change the offset by a tenth of
02:48the Blender unit and now it's all perfectly lined up and perfectly symmetrical.
02:52Hopefully, when you heard that word symmetrical that warped you back to
02:55the Mirror Modifier.
02:56So you already know some of the tricks I'm going to use to be able to rapidly
02:59model this computer character.
03:01I don't have a Top view, so there is nothing I can use here.
03:04I don't have a Right view.
03:05So I'm going to have to do a little bit of work to make sure that when I'm
03:09modeling, my object is the same in all perspectives.
03:12But now, I'm all set up to use reference images.
03:15I can also, I should note, scale the image by changing the size here.
03:20I can also use as a background image, movies and image sequences.
03:26So that's how you use reference images as background images in your 3D space to
03:31make sure that when you're modeling, you model something accurately and
03:35according to however the blueprints are.
Collapse this transcript
Modeling boots by extruding circles and joining meshes
00:00For the remaining videos in this chapter, we are going to be doing some
00:02heavy-duty mesh editing and so it might behoove you to go back and review the
00:06fifth video in this chapter which was on mesh editing concepts, principles,
00:11hot keys, techniques that you can use to do the mesh editing.
00:15So we decided to do some fun and entertaining for this project.
00:18And so my very creative producer commissioned an artist to draw us our own very
00:23custom cartoon character and we are going to call him Captain Knowledge.
00:27We are going to start off with modeling the simpler parts of Captain Knowledge
00:31and then work our way up to the more complex parts and so we are going to
00:35start with his boot.
00:37And in top view, let's go ahead and Add > Mesh > Circle.
00:43We only want 8 vertices and the reason we only want 8 is because the number of
00:49vertices that you start off with really affects the overall resolution of your
00:53mesh and the more vertices you have, the higher resolution, which means the
00:59more computing capacity that you need and so I'm going to construct what's
01:02called a low-poly model.
01:04So now that we've added this 8 vertices circle, I'm going to scale that down.
01:10In this view, I'm going to zoom in here to fit the outline of the
01:15background image.
01:16We are going to rotate it and move it around a little bit so that it's
01:19generally lined up.
01:20Now it's time to start editing this mesh.
01:23So we tab into Edit Mode and we grab these outside edges here, drag them up,
01:29scale them in a little bit.
01:30Let's change our center to be a medium point between the two points, scale them
01:37into to match the outline of the boot and there we have it.
01:45So now we have our first edge loop.
01:48I'm going to select that edge loop and we are going to press E to extrude those
01:53edges down to about midpoint.
01:55You can see there is kind of a flap that bends.
01:57So anywhere there is a bend, in any of the clothing or the character skin or the
02:03cloth or the boot, in this case, we need vertices because that's where Blender
02:07can deform the mesh.
02:09So now that we've moved this down here. Click Extrude again, on down to the
02:14bottom of this flap.
02:15Maybe to scale it out a little bit.
02:17Now that's a good time to introduce the Proportional Editing tool over here or
02:21just by pressing O when you are in Edit Mode.
02:24It starts the Proportional Editing Mode.
02:26In the Proportional Editing Mode, when you grab just a single vertex, you get
02:30this circle here and the circle is a circle of influence and it means that any
02:34vertices that are within that circle will be affected proportionally.
02:39So even though I'm only moving that one vertex, other vertices are moving
02:43proportionally to it.
02:45Now the amount these other vertices move is proportional to the circle size.
02:49So if I scroll my mouse wheel down, I'm closing up that circle and now as I move,
02:54only the center vertex is moving.
02:57We use this because in organic forms, there is no such thing as a straight line.
03:03Really nothing should ever be a perfect octagon when you are talking about
03:08muscles and skin and faces and arms and like that. Otherwise the character
03:12looks blocky.
03:13You always want to be able to move things a little bit so that everything is
03:18off a little bit, because it's the symmetry and the asymmetry that brings
03:22characters to life.
03:23Now we are going to select this bottom edge loop and a way to select the bottom
03:28edge loop or any edge loop is to select two vertices that start the loop and
03:33then doing Select > Edge Loop.
03:36Now this flap must fold over the main boot somehow.
03:41So we are going to extrude, but we are not going to move the vertices or move
03:45our mouse at all, we are just going to click again to drop them in place.
03:48Now they are dropped right over the vertices we just extruded from.
03:52I'm going to take Proportional Editing Mode off and scale them inward.
03:56You can see I'm creating like a little lip, pull those up a little bit,
04:00hide them from view.
04:02And now I can scale this in to reflect the rest of the shape of the boot, which
04:06is about where they are now.
04:07So I can extrude, come on down, down to like this mid-calf of the boot, scale it out,
04:14maybe rotate a little bit, align up with his calf shape to match the
04:19outline of the artist as he drew this boot.
04:26So now we have a pretty good boot shape for the main part of the shaft of
04:31the boot.
04:32Now we need to work on the toe.
04:33So let's come over here to front-view.
04:38And in front-view add another circle of 8 vertices and scale that down.
04:46Now for this what we want to do is we want flat soles.
04:50So we are going to just take that one vertex and move it up and the rest of that
04:54makes a pretty good profile view of what a boot would look like.
04:57So if we need to make it a little smaller.
04:59So now we are going to introduce the Ctrl+L, which selects linked vertices.
05:06So I have selected these vertices, but these aren't actually physically
05:09connected to the rest of these other mesh.
05:11So our mesh can contain many sets of disconnected vertices.
05:17Now we are modeling this boot as if it's straight on.
05:21We started with the circle with the front scene facing directly forward, but the
05:26artist has drawn him with his feet kind of spread apart, so we'll have to fix
05:29that a little later on but we want to model the boot as if it was just sitting
05:32there in the boot store.
05:33So now let's move this around the ball of his foot, scale it down,
05:42and again rotate it back.
05:48Now we need to close up the front of the boot, position it to make it more like
05:52a foot that would fit in that boot.
05:54So we are going to select these vertices as well, and move them over.
05:59So now for this edge loop, Ctrl+E, to select in that ring and now we want
06:05to connect these.
06:06So what we are going to do is select 1, 2, 3, 4, and press F to make a face out
06:15of four vertices and that's a called a quad face.
06:19You should try to use four vertices to make a face.
06:231, 2, 3, 4.
06:29Now if you happen to select the vertices behind here and that starts getting in
06:33the way for you, go ahead and just hide those vertices, remember how we hide
06:37vertices? We just select them and press H and the way they go.
06:42Alt+H unhides them and now we are ready to start on the back portion of the boot.
06:48So let's zoom in.
06:51sometimes just moving a vertex just a little bit makes a big difference in the
06:55realism and the appearance of a character.
06:58So now with our 8 vertices selected are shown up here, you can see that we're
07:02already up to 80 vertices.
07:05We'll extrude it, so I can press Y and that constraints my mouse movement only
07:10in the Y direction and then extrude one more time in the Y direction by pressing
07:16Y and maybe rotating this a little bit, scaling it up, grabbing it, moving it up,
07:21so the boot is nice and flat and it kind of aligns up here.
07:24Now it's time to start stitching this boot part to the leg part.
07:29And to do that, we are going to do some more little vertex merging.
07:33To merge vertices, we select both of them and from the Specials menu by
07:38pressing W, clicking on Merge, now there is a couple of different places you
07:42can merge them.
07:43I must always use the center.
07:45Over here on the side we repeat the process.
07:48Now here I want the boot to be more towards the outside, so towards the active
07:53vertex, which is the one that I last selected.
07:56So now when I do my merge, I'm going to do it at the last one and that snaps the
08:01outside of the boot there.
08:03Here, I want to be kind of be in the center and we just work our way around
08:07the boot, stitching it together and then last but not least, we want to stitch
08:16the back ones.
08:21And now we want to go ahead and create those four faces on the back and again if
08:25the vertices are distracting you, you can always switch to Solid view and hide
08:30or occlude the background geometry, and that way those vertices that are upfront
08:34wouldn't distract you.
08:35And we could just go ahead and create out four faces, now that we have merged.
08:44There we have a pretty good-looking boot.
08:46Maybe bring this out.
08:48Now we want to make it a little more round and all I'm doing is just grabbing
08:51vertices, moving them around a little bit so that things aren't so blocky looking
08:56and that's how you make a low-poly boot.
Collapse this transcript
Applying the Mirror modifier to duplicate the boot and rotate
00:00Now when you start modeling, there are just a couple of things that I want to
00:03go over, because they're common mistakes that beginners can make that can kind of
00:07trip you up.
00:08First of all, what I have done is I have changed his boot shape.
00:11Initially, when I scaled those toe vertices down, I scaled them altogether and
00:15I didn't constrain that in the X direction only, and so he became almost like a
00:19stiletto shoe or something like that.
00:21Not really a boot.
00:22So what I ended up doing is scaling these toes out wider to make more room for
00:28a manly foot.
00:29Then the other thing that we need to do is we need to go ahead and apply the
00:33Mirror Modifier so that we have two boots, not just one boot.
00:36Now you will notice that the object center is over here where I started modeling
00:40the boot, when I added that first circle.
00:42But that's not where we want the center of the circle to be in order to apply
00:47this Mirror Modifier.
00:48Let me show you what happens when we do apply the Mirror Modifier to the boot.
00:53Nothing apparently happens.
00:54Well, that's because the boot is symmetrical.
00:57So what Blender has actually done is if you notice around in here, it's actually
01:00duplicated on both sides of the object center.
01:03Mirror is always relative to the center of the object.
01:07Press N to bring up the Properties panel and what we want to do is bring
01:11this object to center.
01:12So we are going to click into each of these fields and enter 0 for the location.
01:17The other way to do that is to press Alt+G with the selected object and then
01:21that clears the location of that object back to origin.
01:25So now if we go into Tab Mode, select all of the vertices by pressing A, now
01:31when we move, look what happens.
01:33Blender automatically mirrors and duplicates those two sets of vertices on both
01:39sides of this object's center.
01:41We move it up a little bit there.
01:44Also we can rotate it out in Top view to match the drawing perspective.
01:49So that's a few cleanup moves that you need to do in order to take your low-poly
01:53model and make it match your reference picture exactly.
Collapse this transcript
Modeling a helmet with NURBS and the Boolean modifier
00:00So let's make a helmet for Captain Knowledge, and we are making helmets
00:04in rounded shapes.
00:06It's a lot easier sometimes to model with NURBS Surfaces. Blender supports a
00:10whole bunch of different NURBS Surface primitives that we are going to use and
00:13we are going to start with this NURBS Sphere.
00:16So we'll position the NURBS Sphere roughly in right positions, go ahead and
00:20start scaling a little bit to get into the right shape here.
00:23I'm working in this view.
00:25Here I'll scale in the X direction by pressing S-X and scaling it down, so that
00:31we follow the roundness of his head.
00:33We want to make sure this thing is centered.
00:35So I'm going to press N and change the Location X to 0.
00:38I guess while we are at it, I might as well go ahead and type in Helmet here
00:43because that's the name of the object.
00:47And now when we tab into Edit Mode to make our final adjustments to the shape,
00:50you can see that this isn't a mesh object.
00:53This is actually a computed surface and the shape of that surface is defined by
00:59these control points.
01:00And if I move the control point, Blender recalculates what the rest of the
01:05surface should look like.
01:09So working with a NURBS Surface, instead of having thousand vertices to play
01:14with and get misaligned and all of that, All I have to do is work with these
01:18control points to control the overall shape of the mesh.
01:22I'm going to start and work my way counter-clockwise around his head.
01:30Just dragging these control points so that the whole mesh deforms to the
01:33outline here.
01:35So now we have a great head shape here, and the curve here matches the shape
01:41that we want the helmet portion to be.
01:43Down here I really don't care.
01:44I'm going to be cutting those away.
01:46Now I'm ready to cut away the portion that I don't want.
01:49Now in order to cut it away I need to convert this first to a mesh object.
01:55So I press Alt+C to convert it.
01:57The other way to convert an object is to go Object > Convert Object Type.
02:02And now if I tabbed into Edit Mode, I would see that Blender has converted
02:05this NURBS Surface into a whole bunch of vertices and a real mesh that I can
02:10do further editing on.
02:11Now the way you cut out a section of an object using another object or another
02:16surface is to use the Boolean Modifier.
02:19And the Boolean Modifier modifies one object according to another.
02:24So let's go ahead and add that other object and you can use any kind of object,
02:28doesn't really matter.
02:29I'm going to go ahead and use another NURBS Sphere.
02:32And what we want to do is position this sphere so that it cuts away the portion
02:37of the helmet that we do not want.
02:43So if I worked in Edit Mode here, I can grab and move this NURBS Sphere forward.
02:50As I do, you can see that it would be cutting more and more of the helmet away,
02:55or these two intersect is what's going to be cut away.
02:58All right, so let's tab out of there, now we select our helmet and we are going
03:03to name this object cut.
03:06So bringing that up, I'll just type it cut, keeps it simple.
03:12Add the Boolean modifier to your helmet and type in the name of the cutting
03:17object, which is in this case cut.
03:18It tells me I have to make it a mesh, okay, there.
03:25The Boolean Modifier has three modes where it can compute the intersection
03:30between two objects and make a mesh of that.
03:33It looks like that intersection.
03:35Or the union, which is both of them together or in this case what we want is the
03:40difference between the two.
03:43So wherever the cutting mesh is, it's going to cut away portions of the helmet.
03:49Now this Boolean Modifier is dynamic, if I would grab this around and move it,
03:54I'm changing the direction and the location of the cut.
03:57And I can show that by hiding my cut, and as you can see, I now have a cut
04:02away portion.
04:03If I move the helmet around, I can change the dynamics of the cut.
04:08I'm going to drop that in place.
04:11So now if I look at this, I can see where the cut is actually going to happen on
04:15the outside of this sphere.
04:17And I like that.
04:19I like that very much.
04:20So we are going to go ahead and I think that follows the curve pretty well.
04:24So we are going to go ahead and apply this modifier.
04:27And that makes those changes permanent to this mesh.
04:30Now this mesh is permanently cut.
04:33Now we don't want all of this part here that was created and by the modifier, we
04:37are going to go ahead and cut that away.
04:39So to cut that away, we tab into Edit Mode and start selecting vertices, I can
04:45use bb, select all these vertices that we don't want.
04:50While I'm at it, I can box select the X to Delete when we think we have gotten
04:56all of the right ones selected but not too many.
04:58I can now pick off this trace.
05:00A lot of times too it's easier to delete in small groups, make small changes.
05:07You can always undo if you find that you have deleted too many, X to Delete.
05:13So now we are ready to make our fine tune adjustments by grabbing this back
05:18vertice here because we want to stretch this down.
05:21So we are going to use O to go into Proportional Editing Mode and now when I
05:25press G, I have my circle of influence.
05:28And all of the vertices that are within that circle are influenced by the
05:32move action.
05:33So I'm going to grab a couple here, press G and now it stretches them right
05:38into position.
05:40I can grab some around in the back, and grab those down.
05:43It's great for editing smooth surfaces because the Proportional keeps everything
05:48proportionally moving.
05:50And the results of the edit are a nice fine smooth mesh.
05:54We have got something funny going on here with the front, so we'll fix that
06:00a little bit.
06:02Take Proportional Mode off, O and then G to grab and move.
06:06All right, so now when we go back and we have put in our Mirror Modifier, the
06:16last thing I would like to tell you about is recall that this was oriented on
06:20its side, so the Z direction was left and right.
06:23So we are going to use the Z-axis now.
06:25Notice it hasn't joined it in the middle, and that's because when I converted
06:30it, the longitude line didn't quite match up at the equator.
06:33That's just the way NURBS Objects are converted.
06:37Now I could go into Edit Mode and move this over, but the issue is with a curved
06:42surface right here because it wasn't exactly at center.
06:45The tangent is not exactly 90 degrees and so if I smoosh this together, I would
06:51end up with a seam in the middle that you could see.
06:54So what I'm going to do instead is increase the Merge Limit to 0.1 and now I
06:58have told Mirror that any vertice that's within 0.1 Blender units of center will
07:04go ahead and be merged over.
07:05And that creates a nice smooth transition.
07:08So now we have our nice smooth helmet using NURBS Surfaces and the
07:13Boolean Modifier.
Collapse this transcript
Modeling a belt and pants by making a compound object from multiple primitive objects
00:00All right, let's give captain knowledge some pants.
00:04So we're going to start with a circular shape.
00:06Now instead of using just 8 vertices, let's go ahead and use 16, double the
00:12amount just to give us a little more resolution.
00:15And again how many you use is totally up to you and the power of your computer.
00:19So I added this in top view.
00:21I have Render setup that whenever I add an object, it adds it Aligned to View.
00:29So if I add a circle in top view, it's this way, but then it looks straight on
00:35in front view and in side view.
00:36So we're going to scale it down because he has got a pretty narrow waist.
00:40Now I can't say here because his arm is occluded and that's usually why you do a
00:45lot of perspective drawings with your figure in let's call it the T pose, which
00:50is with the arms stretched out to the side.
00:53So now when we Tab into Edit Mode, we Extrude these edges down.
00:57And we want it to be a stiff thick leather belt.
01:00So we don't worry about putting vertices in the middle here.
01:04Now the other thing we can do is select the Inverse.
01:06So we've selected this bottom row.
01:08If we want to select this top row, we can go Select > Inverse, also known as
01:13Ctrl+I, and that switches and flips the vertices that we've selected.
01:19We're going to grab these middle ones and using a very broad
01:23Proportional Editing tool.
01:25Grab these and drag them up a little bit, where the belt rides up a little bit,
01:30there we go.
01:32Then for this belt buckle, we want to go ahead and add the belt buckle in
01:36front view.
01:37Notice how my background images are not perfectly aligned, and so I would have
01:42to go in and adjust the background images just a tiny bit, so that it aligns up
01:47perfectly in both views.
01:49So you may have to fine tune down your background image offsets.
01:53All right, so now to add the front belt, I'm going to reposition my 3D cursor
01:57out here to the front, and add another circle.
01:59And notice now I've added two circles to the same object.
02:05I'm making what's called a compound object and I have to turn off
02:08Proportional Editing.
02:09Now when I scale this down in here, now I have some vertices from the circle
02:14going this way and others going the other way.
02:16This is an example of using multiple primitives to make a very complex object.
02:23Just checking in Solid view now, I see that I've forgot to fill in this front face.
02:27So I can fill in a number of vertices by pressing Shift+F and that makes
02:32a filled face for me.
02:33Now I'm going to Extrude this a little bit, and scale it out, and Extrude again.
02:43But now I'm going to move those back.
02:45That will create a little ridge in that belt buckle. Extrude out again and
02:50this time scale.
02:52And Extrude again, but move it back.
02:55Now he has a nice big fancy belt buckle.
03:00Now we can continue this Edge Loop down here, to make his pants.
03:04So now if I select two or more vertices down here on this bottom row, I should
03:08be able to do an Edge Loop Select, and then scale them in a little bit.
03:12I'm going to click S that scales them in a little bit.
03:16That gives that belt some thickness.
03:18And now I can Extrude the vertices down to make his pants,
03:27just following his front profile.
03:29And now we can take these and use the Proportional Editing tool to draw them up.
03:36Cut out half because we're going to be mirroring this.
03:39And there we have the front of his tights along with his belt.
03:43So we've also seen here how to make a complex object and a compound object by
03:47adding multiple primitives together to speed up your modeling process.
Collapse this transcript
Modeling legs by using edge loops and the Knife tool
00:00So we want Captain Knowledge to be able to walk around and everything, so we
00:03need to give him some legs.
00:05First, let's finish up the pants here by applying the Mirror Modifier.
00:08Now when we applied the Mirror Modifier, we didn't have an edge connecting
00:12the front to the back.
00:13So they're are actually more of like a skirt, and we really don't want Captain
00:15Knowledge in a skirt.
00:16So, what we're going to do is edit this to give him a crotch.
00:20So we just have to select these two in the front and these two near in the back.
00:28And with those 4 vertices selected, just press F and that makes the face
00:33automatically between those two.
00:35So now we're going to give him some legs by extruding this edge loop on down to
00:41follow the outline of his leg.
00:43Now we don't want any straight lines when we're modeling an organic object,
00:46especially something that's supposed to be cloth.
00:48So, let's go ahead and use the Knife tool, which is a new tool that we're
00:52introducing in this video, by pressing K . Now, there are a couple of different
00:57kinds of ways we can cut a mesh.
01:00Let's choose Midpoints in this case, and now our cursor changes to a little
01:04knife, and as you click-and-drag the knife you get this purple line and all you
01:09need to do is just drag it over the edges that you want to cut and press Enter,
01:13then the Knife tool cuts those edges in half.
01:15We'll move this one down a little bit, maybe move this back, round it out
01:19a little bit.
01:20So there we have it.
01:22We'll go into side view here.
01:23This looks pretty square.
01:25That looks uncomfortable.
01:27So, now we have enough vertices to start his leg.
01:31I'll move this back to make it little more round.
01:34And I'm looking here in Top view as well.
01:39I've always been looking in Side view and Top Mode to make sure that we've got a
01:42nice round leg to start with.
01:45So we'll select these two vertices.
01:47Let's start this loop.
01:48Then Ctrl+E, Edge Loop Select, selects all of those vertices in the round.
01:54And now that I have my 8 vertices selected, I can go ahead and Extrude E, notice
01:57the edge is down to start his leg, coming out of his pants.
02:02Now, we have a little bit of an issue here where the drawing is perfectly flat,
02:06as if his pants were like really tight.
02:09So we're going to have to do a little few adjustments here that we wouldn't
02:12normally otherwise do.
02:15Make it match up a little better, make it a little more round, if it was
02:21really being worn.
02:23Switching our views back again, now we need to select the bottom that we
02:27just extruded from.
02:30What I'm trying to do is follow the curvature of how the muscles would
02:34actually bend and be and this is something that as I get into this, I'll talk
02:39about a little more, because we want to eventually do a crease where the
02:45muscle bulges out from the skin.
02:47We want it as best as possible, to have a nice smooth curve, using these
02:54straight line segments.
02:56I don't care too much about the backside, so there is only like two or
02:59three vertices, defining the backside of the leg but the front side of the
03:02leg is where I want the detail, because that's what's going to be seen in
03:04the animation.
03:05All right, so now we would select to these.
03:09Select this Bottom Edge Loop and Extrude on down.
03:13Right above the kneecap where the patellar tendon comes under the kneecap and
03:17joins up to the muscle.
03:19There is a distinct definition here, which the artist is actually showing you in
03:22the kneecap and then the edge of the quardricep.
03:26In modeling organic form, it always helps to understand where the skeleton is
03:31and where the muscles are and how it's going to naturally change.
03:34Now, Blender can only create and show you a crease and a mesh, where there are
03:41two edges close together.
03:43So we have to start moving these close together.
03:46These two right here, so you can Shift+ Select them and just S, scaling brings
03:51them close together.
03:52And now if I'd bring this one just a little more forward, in front of this one,
03:57I've started to get a little bit of crease.
04:01This middle crease defines the center of the muscle, and then this edge shows
04:05me the other side.
04:06Now, we're going to Extrude down to just about the kneecap.
04:11The next consideration when you're doing meshes is that you need groups of
04:15vertices where the mesh is going to bend.
04:19And when we rig this character he is going to obviously bend at the knee, so we
04:23need some vertices here around the knee.
04:25That will allow the mesh to bend nicely.
04:28And I can see over here, I needed to move these forward a little bit.
04:33All right, now we're going to Extrude down again, and this time we're going to
04:38Extrude down and then rotate counter- clockwise, and Extrude again, down, rotate,
04:46counter-clockwise and scale it in.
04:48So it's got ridiculously small knees.
04:51Come over here and scale in the X -direction to match the artist's
04:55representation, and then finally Extrude again down into his boot.
04:59Now all we need to do is bring it down into the boot.
05:02The boot will actually cover this up, okay, I don't need to go all the way down
05:05in the model's feet and everything, because it will never bee seen, we are never
05:07going to shown taking his boots off.
05:09All right, a little few tweaks here and since we applied the Mirror Modifier,
05:14we've automatically added on his other leg.
05:16So, I'm tabbing out of the Object Mode.
05:18It looks pretty chunky, but we also can apply a different Modifier called the
05:23SubSurface modifier.
05:26The SubSurf goes in between each vertice and fills the based on the bending of
05:31the vertice, where another vertex would be or where it thinks it should be.
05:37The way it thinks it should be is according to a formula, and the formula was
05:41invented by Mr.Catmull and Mr.
05:43Clark and they collaborated, I believe it was out here in California, when they
05:47came up with this formula.
05:49The other way we can do it is this Simple Subdivsion, which is a
05:52different formula.
05:53The Catmull-Clark gives a wonderful smooth organic shape for Captain Knowledge.
05:59All right, so there we have an example of Modeling and Extruding, where we
06:04follow the musculature and put edge loops where the mesh is going to be bending.
Collapse this transcript
Modeling a chest and arms using edge loops
00:00All right, now it's time to work on his chest.
00:04Now we can model the chest as a separate object, just like we did the boots and
00:07the pants, or we can just start with the pants and work our way up.
00:12So I guess I'll start with the pants and work our way up.
00:15We'll just take these top two of the belt, since he is never going to be taking
00:19his belt off and Ctrl+E, Edge Loop Select, selects those around.
00:24We can then go back to Side Mode now. We want to Extrude.
00:27Now, when we start extruding this, we have to have edge loops where the mesh is
00:33going to bend, as well as be able to put in an edge or crease where we want
00:39them to crease, and as you can see here, there is a lot of creases going on.
00:43We have, first of all, some ripped abs that he has and I'm glad the artist used
00:49my abs as I modeled here for this six-pack that he's got going on.
00:55And then just right above that we have these monstrous pectorals going on that--
01:01he could probably bench 400.
01:03I could take him.
01:05So, we have to have creases there as well as a little bit of a rib action going
01:09on back here because he has probably about 2% body fat.
01:13So, this is going to be a little complicated to model, but let's get to it.
01:19So, we are going to Extrude up and we are going to go up to right about here,
01:23and we are going to drop those in place. We are going to rotate to match where
01:29we want the muscles to have that crisp definition.
01:35So we are going to grab and move some vertices here.
01:44So, the muscles go this way at a slant, as well as a slant this way.
01:49We really have to operate here in three-dimensions.
01:51That's one of the difficult things in three-dimensional modeling,
01:55is working in three dimensions with a 2D screen.
01:57Okay, now when we select this Edge Loop, Ctrl+E again.
02:04Now we want to Extrude upward, but just a little bit, and then we want to scale out,
02:09and that gives us this nice little crease where his abdomen meets his rib cage,
02:14and now we can Extrude up to just under his pecs.
02:18Eventually, this back has to match up to here, because that's his back, so this
02:23is the small of his back back here.
02:25So I'm going to go into Proportional Editing Mode here, pressing O and then G to
02:30move all of these back.
02:34Then also looking in top view to make sure that we have a round guy and
02:38I'm going to go ahead and hide these pants and legs because from his Top view
02:42it's a little confusing.
02:44So A, B, H, now we are working with just his chest body and you can see I have
02:50kind of an edge here.
02:51That's not too good.
02:54So we'll round that out, by dragging these vertexes out and making it more of
02:57a circular shape.
03:02So, now that we have a nice round shape here in Top view, we are going to
03:06select this Edge Loop.
03:09All we have to do is press Ctrl+E and click.
03:12Blender remembers the last selection we made on this pop-up menu and so it
03:16automatically positions the cursor and the menu, so that all I have to do is
03:21click to select that menu option again.
03:24So again, we are going to Extrude this up again, just under his cape, and after
03:28you Extrude always do a scale or a rotate or something so that the lines from
03:35the edges below are not perfectly parallel and that way in an organic shape,
03:40you don't have any parallel or square lines.
03:43Okay, so now we have this right up here under this logo I guess it is.
03:49We'll move this up a little bit. This is torn away a bit too far, so we'll move
03:53that over closer to center, so that the merge picks it up.
03:56We can also select just the center vertices and scale them in the x-direction,
04:03and that lines them all up. That is, they all scale together in that one axis.
04:08Now the armpit deforms quite a bit, so we are going to add in another edge loop.
04:12We are going to scale outward.
04:13Sometimes you're tempted to almost do this randomly.
04:21But you're really trying to follow muscle lines, chest lines, outlines.
04:27All right, now it would be a good time to add on his arm.
04:32Voila!
04:33I'll straighten this out a little bit, to give him a little more of a round shape,
04:36and come over here, add in a circle of eight vertices.
04:43Now, another way you can work with these is just to click-and-drag your mouse
04:47to the left and that decrements that numeric control.
04:51Yet another way to operate with the numeric controls within Blender.
04:55Once we add that, we are going to scale this down, and rotate it so that we can
05:00use these two vertices as his armpit mesh.
05:04I am going to position this somewhere right around in here.
05:08This is where his arm seems to be, pretty far towards the back of his body,
05:13and I'm going to go ahead and model his arm off-camera now, because it's
05:17pretty boring to watch.
05:18And I'm not going to do anything different than the way I modeled his leg.
05:21In fact, I'm going to go and just Extrude down, down here to his elbow, and
05:24then down to his wrist.
05:26See you in a bit and we'll pick up with the next exercise file.
Collapse this transcript
Stitching the shoulders and neck
00:00So now that we've finished our arm and you can see my arm here.
00:03It's a very blocky kind of arm, because he is a cartoon character.
00:07But I just used the drawing as a guide to creating the elbow, and you see I have
00:11my three edge loops here down by my elbow and then it goes down to his wrist.
00:16So let's go ahead now and stitch this arm on to the main torso to provide that
00:22whole shoulder area.
00:23So what we want to do is we want to just take and stitch this arm right here to
00:28this vertex, by Shift+Selecting both of them.
00:31So, you press W to bring up the Specials menu and you want to click Merge.
00:36Now you have a couple of Merge options, so we just merge them at the center.
00:40Then to stitch these two together, we do the same, Shift-click+W, Merge
00:46> At the center.
00:47Now, this arm is physically connected to this mesh and we can select the
00:52whole edge loop again, Ctrl+E to get our edge loops, and we have 1, 2, 3, 4,
00:575, 6, 7, and 8.
01:01We have 15 vertices in our edge loop and that's little important later on when
01:06we get up to stitching the top shoulders.
01:09So, going back into Side view, we are going to Extrude these up to the top where
01:15his shoulder line is, which is right around in there, and then do a bunch of
01:19fine adjustments to make our mesh match the artist's rendering.
01:24So the chest comes back. He's got a very slanted chest.
01:29Wonder how he breathes.
01:30Maybe he breathes something far in.
01:33Now, where this armpit is connected, we are going to bring that forward and
01:40bring the back one back, because that's the way the body deforms.
01:45Over here, we want to match up now this back line with the back drawing line
01:58and it swoops nicely around to the front.
02:00It looks like it ends under his clasp.
02:02Now, we have to make a neck for his head to come up through.
02:07So, we'll click in the top view here, and add a circle of about 8 vertices,
02:12scale it down to match in Front view the width of his neck.
02:17I'm going to tilt it to match his neckline here, and Extrude it up, and scale it in,
02:27and then tweak all the individual vertices, so they all line up.
02:31Again, we only need half of them.
02:34Now, in the neck there is a couple of vertices that we want to do.
02:41We want to crease that comes along the front like this.
02:44This is a major tendon that connects the head to the chest and then in the back
02:49there is another one.
02:50So, if we have an edge there we can always then double up and use a Knife tool
02:54to cut, create a few more vertices that will give us a better definition
02:57if we care to.
02:58Since this is a cartoon character, it doesn't really need to be photo realistic.
03:02All right, so now we have to stitch the neck to the shoulder area and we are
03:07going to start out just by selecting these first two and pressing F to make an
03:13edge and we want to see if that's the actual edge that we want and if we come
03:17back in here into Side view, we see that it isn't.
03:20So we're going readjust those vertices, there we go.
03:27All right, now the wonderful world of stitching.
03:30You get really good at counting to four. So we have 1, 2, 3, 4 vertices, press F
03:35and that makes a Face.
03:36All right, so now I have only five vertices here that define the neck area,
03:43but I have 15 vertices that define the whole shoulder area.
03:48So, at some point I need to connect one of these to many of these, and the way
03:52you do that is when you get to a point like right about here,
04:03and press F and if Blender can make a face for you it will. Otherwise it has to make what it's
04:08called a convex face.
04:10And it can't do that.
04:11So you just have to deform this a little bit to make sort of like, I want to
04:17say a Knights of Columbus, kind of pendulum diamond-shape, and now I can take
04:22this and go 1, 2, 3.
04:28Auto-clicking.
04:30Now, I'm getting around to the point where I don't need to go and span the three.
04:34I can go ahead and make a Quad Face. So we want to select 3, one here and
04:42then three from this side. Press F to make a Face there.
04:47I keep picking these backgrounds.
04:50So I like I have been telling you, you can turn on the Occlude and that way
04:54you can't accidentally select them, and we finish up with a quad.
05:02So, that is the wonderful and exciting world of stitching.
05:05It's a whole bunch of meticulous work, but now we've stitched the arm to the
05:10shoulder and the neck and that completes the torso.
Collapse this transcript
Modeling hands with the Proportional Editing tool
00:00Captain Knowledge is starting to shape up pretty well.
00:04We have his torso here, we have his boots, as a separate object, and we have his
00:09helmet as a separate object.
00:11So what we're going to do now is finish off his body with the hands and the head.
00:15Go ahead and model his hands as a separate object, because hands are really hard
00:19to do. You can just ask Michelangelo, if he's still around.
00:22So we're going to model as a separate object, but we want it to join up with the wrist.
00:26So we're going to do an Edge Loop Select and Shift+D to duplicate
00:31these vertices.
00:32We're just going to drop them in place.
00:34What we've done is we've made a copy of those vertices and there is actually two
00:38vertices in exactly the same place.
00:40I can actually just move them a little bit.
00:41See there, these vertices.
00:43What we want to do is separate them from the main mesh by pressing P and we can
00:49separate by the selected ones or by material if there are different colors or by
00:54loose parts, but we're going to do the selected ones.
00:56They have kind of disappeared.
00:58Where did they go?
00:59Well, they became their own object.
01:01So if we Tab out of here and hide, now we see that we have this wrist ring that
01:07we can use as the starting basis for our hand.
01:10Now hands are comprised of your palm, the back of your hand, the thumb,
01:15and forefingers.
01:16Some cartoon characters only use two fingers, some use three, he's drawn four,
01:21so I'll go ahead and draw four.
01:24What I'll actually do is I'll draw the thumb, show you how to extrude the thumb
01:29and skin it, and then you can repeat for the other four fingers, and get you
01:33started and we can go.
01:34Now he hasn't drawn the fingers out, but the finger length of the pointer finger
01:39is the same length as your palm, as a proportional kind of a thing.
01:42So we can kind of use this distance here a guide for how long the fingers
01:45should be.
01:46It looks like the fingers should end up somewhere down around in here.
01:48So we'll Tab in and start extruding.
01:51First major group is right here where the thumb starts to separate from the
01:56palm of the hand.
01:57So we'll scale that out and working in the Side view here, scale in the X
02:03direction, scale it in, because it's not quite that wide.
02:10Since I did extrude, I do want to randomize some of these vertices.
02:17As I move them, you may want to turn Proportional Editing on.
02:21I don't know if I've discussed Proportional Editing in detail, but let's take a
02:25moment now and talk about this little O that's down here in your Header bar.
02:29Right now Proportional Editing is turned off.
02:32So you can turn it on by pressing O or turn it off by pressing Alt+O. It cycles
02:38through three modes.
02:39There's three modes:
02:40Off, On and Connected.
02:41The On mode just says okay any vertices within anywhere here are just going to
02:46moved proportional to however much I'm moving my selected vertices.
02:52So right now if I press G, what comes up instead of just the vertices
02:57being moved is a circle.
02:59That's the circle of influence.
03:00I can change the circle of influence by scrolling my mouse wheel down, to focus
03:04in more on a specific area, or scroll it out, to be more of a broader area.
03:11You can see as I'm moving this one vertex, all the others around it are
03:16also moving as well.
03:18The amount that those are moved is determined by the Falloff curve, which is
03:22right next to the On/Off selector.
03:24There are different kinds of curves that are used for determining how much
03:29nearby vertices are moved relative to the vertex you've selected.
03:34So if I, for example, choose Short Falloff, that means that when I move this
03:39vertex, it moves a lot, but the other vertices next to it don't move very much.
03:44If I use a Round or a Spherical Falloff, then when I move this one vertex, the
03:50others move quite a bit more as you can see.
03:53So even though they're all on the same circle, how much they are all distorted
03:57or moved determines on your Falloff.
04:00Generally, I like the Smooth Falloff, because that's a hyperbolic curve, which
04:03is what balloons and latex and other stretchy things stretch by.
04:08That's the same algorithm there.
04:10So I'm going to move this up little bit.
04:13The reason you want to use Proportional Editing and the reason I call it up
04:16again is because when you're editing organic meshes and stretching the surfaces
04:20and stretching the skins, you want to move all of the vertices together, so that
04:24they all form a curve.
04:25There's never any straight lines in your mesh.
04:27So I'm going to go ahead and press Ctrl, and then Click.
04:31When I do that, I'm kind of automatically extruding vertices from the
04:35selected vertex.
04:37Now if I go ahead and erase the edge that's connecting those vertices to this
04:42other one, now I have a disconnected mesh, just like we have at the belt buckle.
04:45So now I have this portion of mesh and if I press Ctrl+L to select the linked
04:50vertices, you would see that I have these vertices here.
04:54Notice that even though I have Proportional Editing Mode on and some of these
04:59vertices are within the circle, they're not moving.
05:02That's because I've selected Connected.
05:05Only the vertices that are connected to the selected vertices are moved and
05:09that's Proportional Editing Mode.
05:11If I turn it just on, on, then anything around it is moved, whether
05:16they're connected or not.
05:18Now we have the basic back of the hand and then the palm on the other side, down
05:21to where the thumb starts to disconnect.
05:23So I'm going to position my 3D cursor right over the center of the thumb where
05:28it starts and in Top view, go ahead and add another circle.
05:32Now the number of vertices you use depends on how fine of a resolution you
05:36want to use.
05:37I'm going to go ahead and just use 8 and that creates a disconnected circle.
05:41Aha, you say, now I know why he was talking about that disconnected stuff.
05:45So I want to work only on the thumb and as I'm moving stuff around I don't want
05:48to affect the rest of the hand, so I'm going to choose Connected as my
05:53Proportional Editing Mode.
05:54So we're going to rotate now and scale down.
05:57We're just going to make the thumb and then we're going to all stitch it
06:00together, just we like stitch the arm and the shoulder together.
06:03Its okay, you can zoom right in here.
06:05All right, now we have the knuckle, which will be connected and stitched in
06:08here, so we have a few vertices to use for stretching.
06:12So I'm going to go ahead and extrude this down to the thumb joint, scale it down
06:17a little bit, and turn Proportional off, actually right now while I'm doing
06:20this, so you don't want to affect the other joint that I just did, extrude,
06:25move, rotate, scale, extrude, move, rotate, scale.
06:34Now we want to get to the end of the thumb where we want to actually stitch the
06:37thumb together, and thumbs come to a wrapped paper, so we want to do our own
06:43bevel on the end of the thumb.
06:46The way we do that is we do three extrudes and scales.
06:55Now if you look at the end of this, we have the end of a fingertip.
06:58What I like to do is I want to take the inside of the thumb, the opposite side
07:02from where the thumbnail would be.
07:04So I'm going to flatten this down, this would be where the thumbnail would be,
07:07just as a little visual cue.
07:08So I'm going to take the opposite end and then take the three that are above it,
07:13and use them to make a face F, and then the four on the other side, I'm just
07:18going to zoom really in close here.
07:21Now we have four on each side to make the other side and now we have skinned the
07:26end of the thumb and made an enclosed mesh, Ctrl+L.I have a Loop Cut option.
07:32When I choose Loop Cut, the Loop Cut as I move my mouse and I hope you can see
07:37in purple here is trying to guess which loop I want to cut, just like I can
07:42select loop edges and loop rings.
07:44It actually shows me here with a purple background.
07:45Hey!
07:46I'm going to cut this way.
07:48I'm going to cut laterally.
07:50So when I click, it now changes to a green line and allows me to move where
07:56along this loop I do the cut.
07:59So for a thumbnail, it would be right about there.
08:02So now I have a set of vertices that I can use for creating and adding a
08:08thumbnail onto the object if I wanted to, and then I could connect it to
08:11the thumb.
08:12Now a thumb is actually kind of fairly oblong, I've drawn this some kind
08:16of circular.
08:17So what I can do is select them and scale them out in the X direction, there.
08:24That's how you make a thumb or a finger.
08:26Come down to the joint knuckle, make your vertices, make your loops, and
08:30then skin the edge.
08:31So I'm going to go away now and let you complete the rest of the fingers.
08:35Here's a tip for the fingertips.
08:37You can just duplicate the mesh just like I showed you with the Shift+D and
08:42rotate and scale the individual fingers and do that four times to create
08:46your own fingers.
08:47Or you can just model each individual finger individually if you really want to.
08:51But I'm probably going to just duplicate this mesh four times and use those
08:56as the fingers.
08:57So along we go ahead and do that and then we'll come back and finish up
08:59with stitching the back of the hand and the palm together to create the
09:02completed hand model.
Collapse this transcript
Linking vertices to create knuckle joints
00:00So now we have our fingers, so let's go ahead and stitch them together and then
00:04create the back of a hand.
00:05So the stitching as you know now, you just select the two vertices from each
00:10one and I'm going to go ahead and turn off my widget here because it's kind of
00:13getting in the way.
00:14So, we take 1, 2, 3, 4 and make an F for face and then take the finger
00:19right next to it.
00:20F again, and now we'll go to the Pointer.
00:23Now I can't make a face because those are actually overlapping.
00:26So, I'm going to have to take these off a little bit.
00:30I could also merge these as well if you wanted to merge them.
00:33I just like to think of the webbing that's between the fingers as being
00:36a separate face.
00:37All right, now we need to start creating the mesh for the thumb to the finger,
00:45to the pointer, and connect the thumb to the rest.
00:50Just choosing these outsides, this is also just going to give us a frame of
00:54reference and then we're going to connect the pinky.
00:56Now, we have the same kind of exercise that we have to go through with the
01:02shoulders and linking one to many vertices.
01:05We're going to do that a little bit but it would be way too much to do across
01:09and we'd end up probably some streaking.
01:11What I'd like to do is create some knuckle joints and there is four knuckles
01:17across the front, as you know now for every point.
01:20And I'm going to go ahead and position my 3D cursor right here in the Side view
01:24here so I know what distance it is.
01:26What I'd like to do is go ahead and pick my first finger and then hit Ctrl
01:31and click.
01:32That extrudes that edge.
01:34This would be to my pointer knuckle, then click again to be in between the
01:39knuckles and now my middle finger knuckle and between my ring finger knuckle and
01:45between my pinky finger in-between.
01:47And now I can connect these two to make the edge.
01:52Can you see how that's coming up?
01:53Then I just need to stitch all of these together into a completed mesh, like
01:59I'll do this one right here 1, 2, 3, 4 and then I can do this face.
02:06I can see my hand getting done on the other side.
02:08That builds up the knuckles.
02:12Now, we can connect the knuckle and I'll just do the pinky knuckle here, 1, 2,
02:163, 4 and eventually we'll skin this all up to fill in that area.
02:23Then this area is the broad area of the back of a hand, catching up here.
02:29Lots of clicking, make sure you get a really good mouse, because you're going to
02:32be doing a lot of clicking when you model.
02:34So now we have a point where we've connected everything with four edges and
02:44worked down to that triangle.
02:45Now, you could just ignore that if you wanted to, or the way to solve this
02:50and make a triangle into a quad is to delete this edge right here and add
02:57another vertex.
02:59We'll position this vertex here, getting in a little closer.
03:021, 2, 3, 4 and 1, 2, 3, 4.
03:08It's still a little out there, we'll move that back into position and then we
03:17have the back of a hand with the knuckles, so everything will deform nicely.
03:21Now we're just going to repeat the process for the palm of the hand.
03:24What you can do is when you need to add another vertex, put it someplace where
03:28there is a big muscle like right by the thumb here and so you can pop that thumb
03:32out a little bit and give the hand a little meatier flavor.
03:35Also notice that I haven't modeled everything straight.
03:38This is semi-realistic.
03:40If I was doing a simple toon character, then probably I could get away with
03:43less, but this is a low-poly model where you might want to show him grabbing the
03:48Warhammer, something like that, the great ruler.
03:51So we have enough vertices now where we can put in some bones and do some
03:55great hand stretching.
03:57So that wraps up making a great low- poly hand model by making one finger and
04:00then duplicating it to save some time and then stitching it altogether to make a
04:04complete unified mesh.
Collapse this transcript
Reinforcing modeling basics to create the face, eyes, nose, and ears
00:00So now it's time to give captain knowledge a face.
00:03So we are going to click here and you can start with any major facial feature
00:06either the eye or the mouth.
00:08Let's start with the eye.
00:10If we can get the eye right, the rest of the face is easy.
00:13First of all, set expectations just like your hand, your first face is going
00:17to look like an alien.
00:18That's why we have kind of picked an alien looking face here.
00:21And eventually you will get better and better at it, at following the
00:24face topology.
00:26Getting a good face is all about getting a good topology.
00:30Topology as these lines right here, the lines of the face and how the face flows.
00:35If you are not an artist, tag along and you will hopefully get the hang of it.
00:40To start with the eye, I like to start with a circle, have about 8 vertices.
00:47The other secret to getting a good face is to start small, start with a very few
00:54vertices, start with a blockhead and then work your way up.
00:57A lot of people like they try to start with this really high res face and
01:02it just doesn't work because there is just too many vertices to mess around with.
01:07So here we have our first circle and I like to position it just like we
01:12would our iris.
01:13Then we can extrude this forward until it meets about to the middle of the eye.
01:20Now, we can begin with the eye shape.
01:22What we are actually making is the eye socket.
01:25I'm going to go ahead and scale these out a little bit, so they are easier
01:28to select.
01:29You can just start grabbing one, and following the outline.
01:33Now, you know why I scaled it out, so that it would be easy to grab.
01:37I'm looking over here and making sure that I'm grabbing the ones in the front,
01:46and actually if I'm getting confused, I can just Border Select and hide those.
01:51So now I can't even select them.
01:55Now that I have the basic eye shape, notice there is more vertices around a
01:58smooth curve than there are around a straighter edge.
02:01I can select all of these and now I need to arrange them.
02:05They are arranged in this view, the front view, but now they need to be
02:08arranged in the side view.
02:09So now I just go around and I trust my drawing. I trust my artist.
02:14He is a really good artist and I know that he has worked out all
02:17these perspectives.
02:18Now, my background images are probably not going to be perfect and anytime you
02:22draw the same face twice, he is not going to be able to line it up perfectly.
02:25But we take this front face because this area, the corner of the eye here
02:30corresponds to the corner of the eye here, and this corner of the eye
02:35corresponds to all the way back here.
02:38So what we are doing is we are taking this 2D, and we are stretching it in
02:423D space here.
02:45If you select a vertex and you only drag on the Green Arrow in this view,
02:51it doesn't change the location in this view over here.
02:56So all I have to do is pull these vertices back to match the orientation here.
03:09Now, I have a great 3D eye socket.
03:13Select all, Extrude, drop by clicking and then S to scale them out, and now
03:20we do it again.
03:21Well, this time we've followed the outside of this outline.
03:24So we just grab and drop, right- click, select, grab, G and drop.
03:35Then over here, we work in this view.
03:39Likewise in this view if I drag it this way, I don't affect the location in
03:44the other view.
03:46I can't capture quite all of the detail of this curve because I just
03:49don't simply have enough.
03:51So now we can select this Edge Loop again, Ctrl+E, Edge Loop Select,
03:56Extrude, Drop, Scale.
03:59Now, though we have the outside of the eye socket, the next line that we are
04:03going to follow is the eyebrow line, and that's going to be up here which
04:08conveniently is also the helmet line.
04:15Now, remember what I said about no straight or parallel lines when you are
04:18modeling any kind of organic form.
04:22Always make sure that there is a line forming here.
04:25There is a line here. See that's almost too straight there?
04:28There we go. That's a little better.
04:33Also, in this view, make sure there is always a curve and continue on like this
04:41until we end up with this shape.
04:44And that's it.
04:45We are done with the eye and ready to move onto the mouth.
04:47So now when we do the mouth, we are just going to take six vertices.
04:51We'll start with the lower lip and Ctrl- click once, two, three, four, five, six,
05:03and I don't want that edge there connecting the lower lip to the eye.
05:06That will look kind of weird.
05:10So now I have these six that I'm going to use to start to define the lip.
05:14I have defined it in this view.
05:15Now, I come over here and start to align them in 3D space.
05:20So we are going to bring those up to the front.
05:22You can see that his lower lip juts out a little more.
05:24Then the next one is about the same distance backwards or forwards or whatever
05:31you want to call it.
05:32But then this one is way back here.
05:33So this is the lip line here and the lip line over here.
05:42All right. A little bit of adjusting there to follow the lines as best we can with the
05:48number of vertices that we have. Really this one should go down a little more.
05:51Okay, now we are going to take this lower lip, these three and just extrude
05:57downward and move it forward.
06:05Notice these little gray lines here.
06:07So I'm just going to follow those, 1, 2, 3 and go ahead and extrude down,
06:13over back here.
06:20Now that I have done 3, I have to do a little adjustment.
06:25I don't know what the vertex is.
06:27That one got in the way.
06:31Good deal. It's starting to look pretty good.
06:33All ready, and then 3 more.
06:42Notice I'm starting to run into this face line here and one more time
06:51down to the bottom.
06:52So now, we are starting to run into the edge of the chin.
06:57So what to do?
06:58Well, we want to trust our lines. Just like when you are flying, you got to
07:02trust your instruments sometimes.
07:05This line represents the front on view, not necessarily where the face starts to
07:11actually start to curve back.
07:14There is a line right here where the face actually starts to curve around and
07:18then this is the outside edge.
07:20So right about here is right about here.
07:23So this is where we want to start to tuck the face backwards.
07:26Now, when you make a cube, you start with a plane and then what you have to do
07:31is take two of the edges and extrude them.
07:34But now notice I'm over here in this view, grab them back, take one of these
07:40edges, extrude just the vertex, and then with that vertex selected, select 1, 2,
07:48and 3 more to make the edge of the box.
07:51So now, I have started to make a little box.
07:56Now, I can take this box and extrude it back to make the underside of the chin.
08:13His chin goes dramatically up.
08:14We definitely have a Jay Leno chin action going on here.
08:18But now this one defines the outside edge.
08:20That's the lowest point that we are going to be able to see in our character.
08:25The rest of this is up underneath.
08:27When you are underneath the chin comes down a little bit and we can stitch too
08:32if we get off and extrude downwards and then make these four faces, 1, 2, 3, 4.
08:40Now, the front of the face, the topology, kind of goes like this because you have
08:46the whole chin action going on.
08:48So your chin kind of looks like that.
08:51That's your chin line.
08:54The cheek line goes the other way and it starts to go like that.
09:02That's the topology of the human face.
09:05That's the way we can start to get the chin action going on.
09:10At the same time get that tuck that happens right under the lips.
09:18So now we can just start with the top lip and select these four vertices here
09:23and extrude them upwards.
09:26Now, underneath the nose, it's pretty flat, except there is a hard edge there
09:31that allows us to pull our lips up.
09:34So there needs to be a little bit of an edge there, so you can bump that.
09:36I'm going to go ahead and do 2 there and now we have the same kind of a box
09:42problem where we need to make a box for the nose.
09:44He has got a very boxy nose.
09:46So if we just take these three and extrude them in this direction, we now can
09:52take them to face just those two in the front if you will, move them up a little bit
09:57and extrude upwards to make the bridge of his nose.
10:02Now, we have created a right angle, if you can see that.
10:07So what we need to do is make our box.
10:11So we'll extrude upwards with just that just vertex and then connect these four
10:16vertices to make the side of the box.
10:18Now, the face line, you have your nostril.
10:23But for now, we are good to go.
10:24The nose actually gets wider towards the nib of your nose, and then it gets
10:29shallower and then it gets wider again and it's pretty complicated, a little
10:33air passage there.
10:34But we are going to go ahead and extrude this upwards.
10:40In the front here as you can see it's getting wider.
10:42So we are going to do that.
10:43So we get a little bulb of a nose and then it gets a little narrower and then
10:50up towards the bridge of the nose.
10:51Shift+Select both of those and grab and it gets wider up here.
10:59Now, we can see it looks good over here, but looks terrible here.
11:02There we go, and we keep filling in and extruding until you get something
11:09that looks like this.
11:11Now, there is a couple of things going on here.
11:15Notice the cheek line and how I followed the mandible up just by extruding those
11:21few faces to make it empty shell like that.
11:26Then when we merge in the eye and we go stitch the eye to the cheek, we have our
11:31completed mesh after we apply our Mirror Modifier.
11:34That's how you do a face.
11:35We can go ahead and render this using our cameras and our lights.
11:40We'll activate those layers, and we have our low-poly face.
11:45Once we apply our Subsurf Modifier and now when we do the render, we have a nice
11:52little mask of Captain Knowledge.
11:54Let's go over to the Subsurf Modifier while we are at it.
11:57There is a couple of different levels that you can set based on the power
12:02of your computer.
12:04In 3D View, you set the number of levels here and adding more and more levels
12:10adds more and more detailed fine mesh.
12:13However, I kind of find that gets to be really dense and really confusing.
12:17Crank that down a little bit, but then when you render, you can crank up the
12:21resolution and have a finer and finer mesh.
12:25If I rendered with this Level 1 pressing F12, pretty blocky.
12:31Cranking it up to Level 2 is better, but I can still see some of the gradients.
12:35Level 3 is pretty darn good.
12:39So Level 4 is great.
12:41Optimal Draw just simplifies the 3D View and only shows you the basic edge
12:46loops and you want to use that if you are working still in Edit Mode, or if you
12:51have a lower powered computer.
12:54The Subsurf should be applied after the Mirror, so that the basic mesh is
12:58mirrored, and then the entire mesh is sub-surfed.
13:01Last, but not least, we've got to add on the ears.
Collapse this transcript
Appending and linking assets
00:00So let's go over appending and linking assets in Blender.
00:03What we have is the torso for Captain Knowledge and what we want to do is append
00:08in the head that we have modeled.
00:09So to append or link in different assets we come to File > Append or Link and
00:14one of our windows changes to a file browser, but a special kind of browser
00:18called an Asset Browser.
00:20All we need to do is navigate to the file that contains the asset that we want
00:24to bring in and in this case, when I finished modeling the head I saved my
00:28results in a head-complete.blend file.
00:31And when I click on the Blend file instead of opening it or whatever that we
00:34would normally do, we are actually diving into this file to look at the
00:38different objects that are in there.
00:40In this case, I want to pick up the object that was the Head and the Helmet.
00:45So all I have to do is right-click on those elements that I want to bring in.
00:49Once I have selected them, there is a few options down here that I want to go over.
00:53One of which is do I want to Append or Clone a copy of this object to bring into
01:00my file or do I merely want to establish a link to the file?
01:04In that way if another artist is working in this head-complete file and doing
01:09some more modeling and maybe doing some more tweaking on the head and they are
01:12not quite done with it, I can just link to that and then when they update that
01:16file, the next time I open up my file, I'll get the current copy.
01:20In this case, I know that I'm done modeling the head, the earmuffs and
01:23the helmet.
01:24So, I'm just going to go ahead and append a copy.
01:27The other options are to automatically select the object to bring it in on the
01:32active layer which I almost always do and to bring it in at the cursor
01:36wherever my 3D cursor is, as you can see over here in this window or to bring
01:40it in its original location.
01:42I am going to go ahead and click At Cursor and then left-click Load Library and
01:47that brings in those three elements, the head mesh, the helmet mesh and then
01:52the earmuff mesh.
01:54So, let's go ahead and join these three meshes together by Shift+Right-clicking
01:59on the each one and then pressing Ctrl+J . That brings up a confirmation that do
02:04I really want to join these meshes and the answer is yes, I really do.
02:08And now these three meshes operate as one.
02:11If I tab into Edit Mode, I'm editing all of the vertices that make up all of
02:15those three meshes together.
02:16They are now one object.
02:18Now, we have a second problem that often comes up when we are joining and that
02:22the head was done at a different scale than the body.
02:25So what we have to do is match the scale of the head to match the body.
02:30So, what I'm going to do is scale this head down because I can either scale
02:34the body up or the head down, I want my Captain Knowledge to be eight and a
02:39half units high or so.
02:40So, I want the head to be about one unit high because a properly proportioned
02:44human is eight heads high.
02:47So, that looks pretty good.
02:49Move him down into position, just plunk his head down on his body.
02:53And after he gets all this knowledge of course, his head is going to swell up or
02:56we can design a bobble head maybe.
02:59So we are going to scale this down to fit the reference image and now we have
03:04Captain Knowledge and can join the head to the torso by Shift+Right-clicking on
03:09the torso, doing the Ctrl+J and that's how you join meshes together.
03:14The other way to separate meshes if we wanted to separate a part and let's say
03:18substitute in a different helmet, all we need to do is tab into Edit Mode,
03:23select all of the linked vertices or select whatever vertices there are that
03:27we want to separate and then press P on the keyboard and we can separate our
03:32selected ones.
03:33And now that has brought that object out and now the helmet is a
03:38separate object.
03:39To drop the helmet back in place all we need to do is right-click.
03:42So, I'm going to go ahead and join the helmet back up because Captain Knowledge
03:46will never be taking off his helmet.
03:48And that's how you append and link assets and join and separate meshes
03:52together in Blender.
Collapse this transcript
Sculpting basics
00:00Now let's go over to Sculpting Mode and we are going to start with
00:05Captain-complete and we are going to go into Sculpt Mode.
00:06Our cursor changes to that same circle of influence that we saw under
00:10Proportional Editing.
00:11The difference is that now if we press N we bring up the Sculpt Properties Mode
00:16instead of the Mesh Property Mode.
00:17Here is our toolbar, if you will, of all the different tools that we can use
00:20when we are sculpting.
00:21Now, I'm going to go ahead and press Ctrl+Up Arrow and that maximizes the
00:27current window to occupy your entire physical space.
00:30So now I just have the one huge window.
00:32To go back all I need to do is Ctrl+Up Arrow again.
00:35That just allows me to use all of my screen space.
00:38Now, as I zoom in my circle stays the same size.
00:41So I'm actually working on a smaller area.
00:44So as you zoom in by nature you will be working on a smaller area of the mesh.
00:49The Sculpting tool has a couple of different modes.
00:52One is to draw it out and I'm operating on this side, but because I have the
00:56Mirror Modifier, you can see what I'm doing on this other side.
00:59So as I operate over here you can watch over here.
01:02So Draw draws it out towards you and it's almost like you are reaching in, you
01:06are pulling this thing towards you.
01:08The other opposite sort of affect is to Smooth and what this does is it smooths
01:13out the chest in this case.
01:16I can also Pinch which is where I'm at a very small level just grabbing that one
01:20vertex and pinching that and pulling it towards you, just like as if you were
01:25reaching in with your fingers and pinching it bit of clay.
01:27The other way to do is Inflate and this is almost like if you stuck a straw
01:31inside here and you just blew air inside.
01:34It blows it up.
01:35Now, notice I'm moving my mouse cursor over vertices.
01:39That's because that's the only place that you can actually deform a mesh.
01:42It is on the vertex, which is why all those vertex loops were so important,
01:46and like that.
01:47Now, I'm adding at this case because I'm in the Shape of Add.
01:51I can also Subtract.
01:53So now when I subtract on the Inflate, it's the opposite of Inflating, which
01:57is Deflating.
01:58I can adjust the Size and the Strength of my brush.
02:01Here I'm going to have a very big brush, I'm operating on a very broad area
02:06or if I'm going to go ahead and work on his helmet a little bit, I don't want
02:10to like mesh his whole helmet, so I want a small brush to work on just a
02:14small area.
02:15Now if I touch here and it all of a sudden, whoa!
02:18That's way too much you can always Ctrl+ Z to undo and then reduce the Strength
02:24of the influence of whatever mode that you are operating in.
02:28So, Airbrush is just like working with a normal airbrush.
02:31As I hold the mouse down, it continues to operate and continues to affect the mesh.
02:38If I take off Airbrush, then once I click it only works once and if I want it to
02:43continue working, I had to keep clicking.
02:45So if you are using the Sculpt Mode and you find yourself click, click, click,
02:47click and it gets really annoying, just turn on Airbrush and then that way you
02:51as long as you are holding down the brush, it will still keep working.
02:56So that's the Sculpt Mode inside Blender that gives you some great tools to use
03:00and fine tuning the appearance of your mesh.
Collapse this transcript
Using the Subsurf modifier to smooth
00:00So here we have this fairly blocky model of Captain Knowledge and to make it a
00:04little smoother, we have a couple of modifiers.
00:07One is we could manually go in and cut in more edge loops and do more
00:10manual editing.
00:11But I would like the computer to do the lot of the work for me.
00:14So we have over here under Add Modifier > Subsurf.
00:18So there is a couple of different algorithms that you can use.
00:22One is the Catmull-Clark and
00:24Mr. Catmull and Mr. Clark came up with a great algorithm for figuring out where to add vertices.
00:30Effectively Blender is creating vertices for you.
00:34The other way is a simple subdivision, which uses more of a mathematical
00:39averaging technique.
00:40Catmull-Clark is great for organic surfaces as you can see I'm switching
00:44between the two.
00:45One instantly gives much better results-- the Catmull-Clark does.
00:49Now, there is two different levels here.
00:52The first level is the level that you see in your 3D View and that's usually set
00:57to 1 because that's adequate for you to see when you are working on the mesh.
01:01The next level is the Render level.
01:03When we press F12 and actually get render of Captain and I'm going to add
01:08in some lights by Shift-clicking on Layer 1, which adds in the camera and the lights.
01:14And now if press F12, I get a render of the bottom half of Captain Knowledge.
01:20I'll go ahead and grab it and move it up here a little bit.
01:23When I render, it's going to go out and it's actually going to do two
01:26sub-surfacing and as you can see his chest is much smoother here because I'm
01:32actually applying two different levels.
01:34I can match the rendering level to the observable level if I have a
01:38powerful enough computer.
01:40When I'm editing though you can see I have all of these lines now and actually
01:44all those lines can get a little weary when I'm trying to edit.
01:49So what I can do is I can turn on Optimal Draw which turns off the drawing of
01:54where those additional lines are being added for me.
01:57The last point is the place of the Subsurf Modifier within the Modifier stack
02:02and the Subsurf should always come last because first we want to mirror the mesh
02:07and then we want to subsurf the entire mesh.
02:10If instead I subsurfed and then I mirrored, my computer would be doing
02:14essentially twice as much work.
02:16It would be subsurfacing and then would have to mirror all of those vertices
02:19all over again.
02:21So it's better to keep the Subsurf at the bottom of the Modifier stack.
02:25So use Subsurf to give yourself a nice organic smooth shape without having to do
02:30a lot of manual work and adding a lot of vertices.
Collapse this transcript
Parenting
00:00Let's talk about parenting for a minute because it's a very useful feature in
00:04Blender when you are moving things around.
00:06We are going to start out with Captain- complete and now Shift-click on Layer 1
00:10and on Layer 10 and we'll go ahead and take Captain Knowledge out of the picture
00:14here by Shift-clicking on Layer 3 and look at just the lights in the scene.
00:20This spotlight here is called the key light and it provides the primary light
00:25that's used for the camera.
00:27So just like in a real camera you have a flash on your camera and so as you move
00:32the camera around, you want the flash to move with it.
00:36So the way you do that is you want to parent this light to the camera.
00:40You can't join them together like we did with meshes because they are
00:43not meshes.
00:44One is a light, the other is a camera.
00:46You can't join them together.
00:47But you can parent them together, and to parent you Shift-click on all of the
00:52children that you want to be parented to the camera, in this case just the
00:56spotlight or the key light and then Shift-click on the object that you want to
01:01be the parent, in this case the camera.
01:04Now you want to press Ctrl+P to make that camera the parent of the child and now
01:11as the parent moves around, the children move with it.
01:14Just like if you had little 2-year- old kids, if you moved they would have
01:18to move with you.
01:19Now the child can still run around the house like a little wild wind chime like
01:22that, but notice there's a stretched line between the child and the parent and
01:27it's just showing you that this light is parented to the camera, and so if even
01:33though I change the relative distance or angle between the two, still when I
01:37move the parent by pressing G here, the light moves with it.
01:42If I rotate the camera, let's go on the top view here.
01:46Notice that the light rotates with it.
01:49So they always stay in the same relative orientation to the parent and I don't
01:53have to adjust both of them, all I have to do is adjust the parent.
01:57So use parenting when you want to make the properties of one object or many
02:02objects subservient to the properties of the parent object.
Collapse this transcript
Working with groups
00:00Groups is another way that we can manage complexity in a very complex scene.
00:04So let's go ahead and Shift-select Layers 1 and 10 and that brings in all the
00:09lights in the camera.
00:11We can create a new group by Shift- selecting the three lights and then we can
00:15do it through the hotkey or through the menu by going Object > Group > Add to
00:20New Group.
00:21Now since all of the objects are now grouped, we can work with them as a
00:25unified object.
00:26So for example if we just select one of the objects in the group and notice that
00:31they have turned green now, the green outline is for Groups, green groups.
00:35So now once we have selected an object from a group we can select the other
00:38children in the group by going Select > Grouped and then we have a whole bunch
00:42of different options of ways to select objects without the same type or within
00:46the same group right here.
00:48And now we can just grab and move them all as a Group.
00:52If we switch over to desktop number 1, Desktop number 1 has this outliner over
00:57here and now we can see that we have the Lamps within the same layer, but now we
01:03can also select Groups, and now we see this Lamp Group.
01:08So now the outliner works with the Groups in the 3D scene to allow us to select
01:12the different groups.
01:13As a final note we can change the name of this group by coming over to the
01:17Object properties and in the Object and Links panel, when a selected member is
01:22part of a group, it will have the group name down here.
01:25So we can change this name to something that makes it a little more useful.
01:29Like, in this case since we have a group of lamps we'll call on him the Lamps
01:32Group and now you can see when I typed it in over here, way over here in the
01:36outliner Window, it also changed.
01:38So now I have my Lamps Group and I can use this grouping.
01:41I can append and link Groups through the Asset Management System.
01:45So if I have a standard lighting rig like this three-point lighting rig, I can
01:49append this light group into any other new project that I'm starting up.
01:53So use Groups to organize different or possibly dissimilar types of objects
01:58together so that you can work with them as one unit.
Collapse this transcript
Understanding the endless possibilities for editing mesh with modifiers
00:00While you can make an object any shape that you want, Blender has some functions
00:04that can help you and modify your mesh automatically.
00:07So let's run through them.
00:09First, we have already talked about the Mirror Modifier, which copies the
00:12vertices from one side of an object to the other side.
00:15We've also discussed the Subsurf Modifier that adds on more detail according to
00:20an algorithm for you, and we've talked a little bit about how these are
00:24arranged in the stack.
00:25Other modifiers include an Armature Modifier that we'll be applying later to
00:29Captain Knowledge when we make the bones actually move the mesh.
00:33We have a Bevel Modifier that can round of the edges of any kind of hard objects.
00:38So if you take a cube and you bevel it, it looks like it was sanded down.
00:41We have the Boolean Modifier that we'll use as well.
00:44Here's the Build Modifier that will automatically construct or de-construct a
00:48mesh and make it appear to build up on the screen.
00:51We have a Cast Modifier that Casts certain object into a mold, curves,
00:55and decimates.
00:56The Displace Modifier is very useful for making an object or surface ripple or
01:01be displaced by a certain other texture.
01:04We have the Explode Modifier, which literally makes something come apart.
01:08A Lattice Modifier is what we are going to be using a little later on too
01:12and that helps you stretch and bend a mesh according to the shape of a Lattice object.
01:18For Mesh Deform Modifier makes one mesh be deformed by the shape of another mesh.
01:23So this way you can link meshes together.
01:26So for a very common use of the Mesh Deform Modifier is for example if you do
01:31shape keys on a standard kind of face.
01:33If you change the face later on, you can still use the same shape keys on the
01:38other Mesh Deformer and save yourself a lot of time.
01:41Particle Instance is a way for a mesh to emit particles and we'll go on to
01:45particles a little bit later.
01:47Shrinkwrap is a Modifier that makes one object shrink or conform to another
01:52object, sort of acting like plastic wrap.
01:55Smooth is a Modifier that we can add on that gives you additional finer
01:58control over how a mesh should be smooth so that it appears as one continues
02:03surface when it's rendered.
02:06The UV Project Modifier allows you to use a texture and project the texture onto
02:11the mesh instead of coloring the mesh itself.
02:13It's sort of like standing in front of a movie projector and having the movie
02:17projector project an image onto you.
02:20And lastly, the Wave Modifier makes a mesh ripple as if it was the surface of
02:26an ocean or a pond.
02:27So that's an overview of some of the modifiers that we have, go ahead
02:30and explore them.
02:31They can really save you a lot of time and effort as you are trying to model your mesh.
Collapse this transcript
Duplicating objects using the Array modifier
00:00Another very useful Modifier in Blender is called the Array Modifier and
00:05you simply apply that to the selected object and immediately you can see
00:09that we have now two boxes.
00:12This modifier is essential by the way if you are modeling seats in a stadium or
00:17in this case a brick wall or tiles on a roof, anything where there is a lot of
00:22the same kind of object just arrayed either constantly or by some offset.
00:27So here we have a set of bricks and as we click we increase the brick count.
00:31If you were modeling let's say studs in a wall over panels on the side of a
00:35building, anything where there is a lot of repeating, we have a Relative Offset
00:39option here which adds a little space in between each of the bricks and this
00:43would indicate like a mortar kind of thing going on.
00:46We can also do arrays of arrays.
00:49So if we added on another Array Modifier, now we can change and have the wall go
00:54up, so we have this array coming across and then let's go ahead and change this
00:59to 0 and then the Z to 1, and now we have stacks of bricks, and we can put a
01:04little space in between them as well and then we can run this up too.
01:08So now we have a whole grid of these objects.
01:11In this case I'm doing a brick wall.
01:13So bricks aren't stacked like that, because there is not a lot of
01:16structural integrity.
01:17So in this case what I would do is I would just go ahead and increase this to
01:212.5 let's say and then Shift+D to duplicate this brick and bring it up and
01:28offset it by half of a brick.
01:30We can also model a half of a cube and use that as the starting and ending cap
01:35object, you just type in the name of the object here and then this will even off
01:39this wall, if I for example when I came up to the corner of the wall.
01:43That's how you use the Array Modifier to rapidly model any kind of
01:48situation where you have just a ton or a hundred or a thousand objects that
01:52are all similar.
Collapse this transcript
Modeling a set
00:00So a typical CG scene consists of hundreds of objects, and the old saying is
00:04that a journey of a thousand miles begins with a single step.
00:07So let's step on out and start using Blender to construct the model of a
00:12pretty complicated scene.
00:13We are going to start out simple and model is set.
00:16Our training idea is to composite our computer graphics character over a live
00:21action plate, because that's a very common request that comes through.
00:26So we are going to do that.
00:27In order to start out we need to model our set.
00:31We have filmed a live action plate and we've taken some measurements and so now
00:35we are inside Blender to construct a virtual scene that character can walk in.
00:39That way we can remove the set, film just him and then composite him walking
00:44over the live action plate and everything will match.
00:46So to start off with in default scene we have some lights, the camera, and the cube.
00:53When you are compositing the camera pretty matches the center of the universe.
00:57So we are going to put the camera at center, X and Y is 0, and the camera was
01:02mounted on a pretty short tripod that was three feet off the ground.
01:06Now I'm going to switch to our 4-up modeling layout, which is what I like to use
01:09when I'm modeling complicated objects and scenes.
01:12This provides me a side, front, and top view of the CG world.
01:18For right now I'm going to hide the lamps by moving them to a layer.
01:22So we press M to move them to a different layer, and are going to move them to
01:27layer 9, and then we are not going to view that layer so that they are hidden
01:33from view until we need them.
01:35When we need them we just re-enable that layer by Shift-clicking it and it will
01:39come back into the CG world, but for right now I don't want them to distract me.
01:44First up, we know that the sidewalk was 16 feet from the camera.
01:48So our camera is facing forward, and so we are going to come out here about 16
01:52feet, left-click with the mouse cursor and put the mouse cursor right about at
01:57ground level, and from top view press space Add > Mesh > Plane.
02:03The Mesh Plane is simply a flat surface that can be rendered and seen and
02:08textured and has some substance and we can actually see it in the CG world.
02:12Now the sidewalk in the real world is 4 feet wide and I'm using feet as
02:16my Blender units.
02:18So I want this plane to be 4 feet wide.
02:21So as good boys do that, one is to just press S and then Y so that as I scale
02:28and move my mouse cursor away from the plane, it scales up.
02:31And if I hold down the Ctrl key, that controls the scale to be rounded units.
02:39By scaling the cube twice, it's now gone from 2 to 4 units wide.
02:43We are going to place this center 16 feet from the camera.
02:48We know the camera is at the center, so location of 16 in the Y direction puts
02:52it 16 feet from the camera.
02:54Now the sidewalk was pretty long.
02:56So we are going to scale it in the X direction by pressing S and X and then
03:00moving our mouse cursor to stretch that sidewalk all the way up.
03:05Now at some point 35 feet down the way is where the door was.
03:10So let's scale the sidewalk to nearly down the 35 feet, then 20, 30, 35 feet.
03:19Then we had a little bit of a door.
03:21So we are going to go into Edit Mode.
03:23Now notice we have Object Mode right now we working with the plane as an object.
03:27There are other modes that are available for Mesh Object and these are accessed
03:32by clicking the Mode selector.
03:34As I mentioned on the first video your menu and the options of what's available
03:39depend on the mode that you are in.
03:41Now in Object Mode I'm working with the object overall when I work in Edit Mode,
03:45I'm changing the shape and their construction of the object.
03:49When I work in Sculpt Mode, I'm working like a sculptor with tools to shape and
03:54transform the Mesh Object.
03:57When I get into my Paint Mode that's used for painting and we are going to cover
04:00those modes when we talk about Materials and Shading.
04:03So for right now let's go into Edit Mode.
04:05Now that's the way you go into Edit Mode through the mouse.
04:08The way you go into Edit Mode through the keyboard is to press Tab key.
04:12So pressing the Tab key brings us in and out of Edit Mode.
04:16A plane consists of four vertices.
04:18Right now they are all selected and I can tell that they are all
04:20selected, because up here in my header I see that I have four vertices
04:25and four are selected.
04:26I have four edges, which are the outside edges to the plane, and I have one face.
04:32So vertices, edges and faces are shown up here.
04:35The first number is how many there are selected, and then how many total.
04:42So right now I have 0 out of 4 vertices selected.
04:47To select some more vertices I can use the Bounding Box command press B and now
04:51my cursor changes to our box cursor.
04:54If I left-click and drag around those vertices and led up on the mouse cursor
04:59whatever vertices are inside that box are selected.
05:03To unselect some vertices, I press B again, but now I use the Right mouse button
05:08and hold that down and drag it over the vertices and they are deselected.
05:13So left to select, right to deselect.
05:17To Extrude an edge, I press E to extrude and now I can extrude the vertices
05:23or their whole edge.
05:24I want to extrude the whole edge, because I'm creating that little sidewalk
05:28area for the turn area.
05:30When I'm working in Edit Mode, I have a couple of different selections and tools
05:35that I would like to discuss.
05:36One is the Shaded View.
05:38Whether I'm working in a Wireframe or Solid or a Shaded or a Textured view, it
05:42gives me a better quality feeling.
05:45Another control is when I rotate or scale something, does it scale around the
05:50center of the Object, around my cursor, around the Median Point and like that
05:56the other is my widget, my selector widget, which we discussed earlier when we
05:59are moving objects around.
06:01Blender has a Proportional Editing that I can turn on and off here.
06:05And when I turned it on, then I have my selection of how I want my Falloffs to
06:09go, and we'll be using this tool when we get into a little more detail of high
06:13resolution sculpting.
06:16Here is the Snap tool, if I want to snap things exactly to a grid.
06:21And then here is my selection tools.
06:23Right now I'm selecting Vertices shown by the dots.
06:26If I have hold Shift and click I can also select Edges and Faces.
06:32My last control is an OpenGL Render, which renders this viewport.
06:36It gives me a quick non-photographic quality, but a good quick reference
06:40render of the window.
06:42So back here we are going to now right-click on this edge and just work
06:47with Edges and Vertices.
06:49So I can either select the edge or Shift- click and select those two vertices and
06:54extrude that edge out to meet the door.
06:57And the door did about a four feet turn into the building.
07:01So now we need the building.
07:02We are done with the sidewalk.
07:04So let's go back and grab that cube and we can use that cube as the basis
07:08for our building.
07:09So again we grab it G, move it over here, scale it in the X direction.
07:14Now you can start scaling and then press X and it re-constrains it to the
07:20X direction.
07:21And I happen to test and then measure that the building was actually 9
07:25feet high.
07:27So since my center of my building is in the center vertically, I want my
07:31building to be at four-and-a-half units high and then the bottom of building is
07:36a ground level and the top is 9 feet high.
07:39So now I have a rough approximation of our CG scene and I have covered most of
07:44the major tools that are used along the toolbar in Object Mode and then Edit
07:49Mode to change and model the shapes.
Collapse this transcript
3. Lighting
Lighting overview
00:00This chapter is on lighting.
00:02Lighting is one of the most critical aspects of CG bringing realism to the
00:08scene as well as being able to see anything when the camera actually tries to
00:11do a render.
00:12So let's select the Material Context in the Buttons window here, right-click on
00:16the Mesh and then over in the Buttons window select a New Material.
00:20Now we can mark this material Shadeless, but means that this material does not
00:25need any light in order to be rendered.
00:28And if I press F12 now, you can see I get a very flat shadeless material that
00:34isn't an exact color.
00:36Even if I didn't have any other lights in the scene, everything else would be
00:39black except for Captain Knowledge.
00:42But if a material is not shadeless, it means it's going to react to the light
00:47that is in the scene and the color that you see is a result of the color of the
00:51material plus the color and the texture of the lights that are shining on it.
00:56Now the material for a lamp in this case, this is the Sun Lamp has a color as well.
01:03So I could make the color of this lamp let's say red, if we were inside of a
01:08volcano or something like that.
01:10Whatever object that light hits is colored red and you can see that since it's
01:15the Sun Lamp and it shining down on Captain Knowledge, the tops of his
01:19shoulders are red.
01:21You also need lamps to cast shadows.
01:24In order to cast shadows over here in the Scene Render panel, you need to enable
01:29shadow calculation and ray tracing if you are using ray traced shadows.
01:34Now just to make things a little more complicated, there's two kinds of
01:38shadow calculations.
01:40I'm going to go ahead and crank this up to PC.
01:42It gives us a little bigger render right here.
01:45Now when we render, the material for the Sun Lamp and this is the lamp
01:49subcontext for the Sun Lamp, I have Ray Shadows turned.
01:53So now I'm going to be using Ray Traced Shadows and not Buffer Shadows.
01:59Other lamps like this Spot Lamp, we have our choice of Ray Shadows or
02:04Buffer Shadows.
02:05Buffer Shadows are faster to calculate, but they are a little less accurate.
02:10Coming back to our colored lamps, red is obviously very angry color, yellow is
02:16a nice warm color and a blue lamp will actually make the scene appear a little colder.
02:22Almost like he is getting frost on the top of his shoulder.
02:24Now computer graphics lamps are a perfect calculation of light and in the real
02:31world, light isn't therefore perfect.
02:33So we can texture all of these kinds of lamps with a texture here by adding
02:38the texture, creating the texture and then for the lamp, applying that texture
02:45to a color.
02:48And usually you use an off shade of the same basic color.
02:52So we'll go ahead and Sample this color and tweak it a little bit, maybe make
02:57it a little darker.
02:59And now since we have used this Cloud Texture, the lamp won't be exactly
03:03perfect and it will have a little variation across the surface, which adds a
03:08lot to the realism.
03:09Now this Sun Lamp is designated to work on all of the objects in the scene.
03:14I can restrict this lamp to light only objects on the same layer or layer group
03:20that this lamp is on.
03:22So if I press M, I can see that this lamp is a member of this layer, Layer 10,
03:28Captain Knowledge, when I press M he is on Layer 3.
03:33So if I restrict the Sun to light only objects on a shared layer.
03:38Now when I press Render, Captain Knowledge's shoulders aren't lit blue because
03:43the Sun Lamp is not affecting Captain Knowledge on his layer.
03:47Finally all lamps have this Preview panel in common.
03:51And in this Preview panel, I can change the kind of lamp, and the kind of lamp
03:56calculation that's used in designating this particular light source.
04:01So I can change this Sun to be a Spotlight for example or an Area light.
04:06We are going to go over all these different kinds of lights and this
04:08Preview panel tries to show you the kind of light that is generated by this
04:13kind of lamp.
04:14So in this video, we saw the basic capabilities and the commonalities of all
04:18of the different kinds of lights and what they do and what they act on inside Blender.
Collapse this transcript
Using the Omni lamp
00:00Let's start out with the simplest lamp, the Omni Lamp.
00:04Now I'm going to disable Layer 10 here, so I'm left with only my spotlight and
00:09I'm going to go into the Shaded view, and if your computer has the power, then
00:13Shaded view tries to show you in the 3D view, an approximation of the light and
00:18where it's coming from and what it's going to look like.
00:21So in the Preview panel let's the change the Spot light to be just a
00:26regular Lamp.
00:27That's a general Omni Lamp.
00:29The Omni Lamp doesn't have a cone or anything like that.
00:32It's just a little circle and as we move this around, you can see that it gives
00:37a very even light source, just provides general lighting.
00:43So it's also a good Lamp to start with when we are talking about lamps and
00:47what they do.
00:48So we have already discussed that a lamp has a color that I can set here in
00:52the RGB sliders.
00:53If I take away Blue, I get a Yellow color.
00:56It has an Energy, puts out brighter or less light.
01:02It also has a fall off Distance, which means that after so many units the light
01:07kind of just gradually fades away.
01:10So if it has a very short fall off, it means that it's very bright when it's
01:16up close against something but has a very little effect on objects that are far away.
01:22How that Distance falls off is controlled by these controls here.
01:26A Lamp can light an object on the same layer.
01:30We've already talked about that in general.
01:32This Lamp can also be a negative lamp, which means it actually takes away that color.
01:37So a common use of this is to put this under someone's chin as a negative lamp
01:43and it will increase the shadows on their face.
01:45When we talked about materials, we talked about having a diffused and a specular
01:50color and if we don't want this lamp to create any specular kind of highlights
01:56or shine if you will, then we can turn off specular otherwise it will cause the
02:02glare in the highlights.
02:04That covers the basic lamp controls.
02:05Now in the Shadows controls, we can have this lamp cast to shadow, I'm going to
02:10go over here to the top view and move the lamp just above him.
02:14Now we can see that it's casting a shadow down on him and his shadow.
02:19When we do a render, what we cast down on to this ground plane because this
02:24ground is setup to receive shadows.
02:26The Shadow can be normally black, the absence of light, or we can even color
02:31the shadow if we want.
02:34Now when we render, the Lamp will actually cast a blue shadow.
02:37You would want to use colored shadows if you are trying to simulate the effect
02:42of a lot of ambient light in the scene.
02:45In addition to illuminating an object, we can restrict it to have Only
02:49casting shadows.
02:50So now it's not actually going to light him up, but it's only going to cast a
02:54shadow on to a material.
02:56If there were other lights in the scene, then you would have to use them to
02:59actually light the material so you could actually see the object.
03:03Texturing, we have covered, and you have a number of different Texture slots.
03:07As you add these different Textures on, these Textures can layer on one another
03:12and for the Lamp, they would add to each other.
03:13You can mix and match textures to affect these as the color of the lamp itself,
03:19through the various mix methods that are standard to all Textures within Blender
03:23or you can have it also affect the Shadow.
03:26Now when a lamp casts the shadow with ray tracing, it's a very specific
03:31sharp shadow.
03:32As you can see here and I'm going to go ahead and increase the Render Size a
03:36little bit up to a PC Size.
03:39So when we do the full render, you can see that this shadow has a very hard edge
03:44and a lot of times depending on what you are casting on whether it is in a lot
03:46of ambient light, you don't actually get a very hard edge, only in the middle of
03:50the desert where you'd have very little scattering, would you actually get a
03:53firm hard shadow like this.
03:55So the Lamp has the controls to allow you to set the Soft size.
04:00So if we set the Soft Size to something like 5.
04:04Now when we do a render, the Shadow is totally dispersed.
04:09By playing with this number we can say set it to like 4, we get a very
04:15soft shadow.
04:16If we want to reduce that grain unless we have to bump up the number of samples,
04:21and by setting it to 3 or so.
04:23So now when we render we have a very soft shadow that is cast almost as if he
04:29was standing under a tree.
04:31So depending on the shadows, you can send a lot of visual cues to the viewer and
04:36suggest certain things are going on in the environment, based on the lighting
04:41and the shadows that you set up.
04:43So these are the basic lamp settings for the Omni Lamp and they also form the
04:47basis for all the other lamps as well.
Collapse this transcript
Working with the Area lamp
00:01Now the Omni Lamp is what's known as a point source and the light came from that
00:05one point.
00:06The Area Lamp is different and that in studio lighting, you usually use a light
00:11box or a diffuser in front of a light globe, to diffuse the light and make the
00:16light come from a broader surface area.
00:18The Area Lamp is what we have in Blender that allows you to simulate that.
00:23Because the light is coming from a broader area, shadows are by nature a lot
00:28softer and the lighting is a lot more even across a broader area.
00:33For the area lamp we have this additional control over here in the Lamp panel
00:37tat allows us to change and choose between a square lamp which we have here,
00:42which is ten units wide, a broad light area. It simulates almost like a light
00:47coming from a whole room sized, diffused set of lamps, to a rectangular area, to
00:54where we can now simulate almost the light coming from, say, a fluorescent bulb.
01:01So if we position this over him and rotate it around, now if we do the render,
01:06it looks like he's being lit by literally one fluorescent bulb over his head.
01:11This lamp is directional and that it casts light out into a certain direction.
01:16That's why I had to rotate it.
01:18If I rotated it this way and rotated the other one away, if the lamp isn't
01:24casting any light directly on to the object, all the object gets is some ambient
01:30light, some background scatter.
01:32The area light you can also Gamma correct, right off the bat, to make the light
01:36appear a little more realistic, as if it was captured on film or by a camera.
01:40In addition to the normal ray tracing shadows, Adaptive QMC, for example, if we
01:45press Enter, now we have this one layer shining right on front of him.
01:50I should note too that the area lamp, when it's very small, can give a very
01:53piercing, very intense hot light.
01:56Now the shadow here is being calculated one way, we can also do a kind of a
02:02jittered method which is where the lamp is jittered around a little bit and that
02:06compensates for some of the hardness that an area lamp can give.
02:10Now a sample set at 7, the lamp has been jittered around 7 units around up here
02:15and so the shadow that it casts is an average of all of those and so it's a much
02:20more diffused shadow.
02:21Umbra simulates using an umbrella in the back of the lamp, to further scatter
02:26the light around and Dither and Noise are different sampling methods you can use
02:31to fine-tune the appearance of the shadow.
02:34So the area lamp is a specialty lamp that you want to use when you're trying to
02:38simulate lamp coming from a non-point source, like from a fluorescent bulb or a
02:43very broad high array, say, like in a gymnasium where there is a lot of lamps up there.
02:49They are very powerful but they are very far away, so the net effect is a very
02:53broad and pretty even area lighting.
Collapse this transcript
Using the Spot lamp
00:00In addition to all the other standard controls, the spot light is a little
00:04special in that has a long history of use since stage and video productions.
00:09It creates light from a point source, but casts it out into a cone.
00:15It also can produce several kinds of shadows as well.
00:19The most important thing about the Spot Lamp, it has a cone and the shape of
00:23this cone is shown on the material that we're casting on here.
00:27Now we have a narrow spot, which is shown here at 45 degrees, or we can make
00:32this spot a very wide spot, by changing that to 90 degrees and now the lamp
00:38casts light out over a 90 degree cone.
00:43The effect of that is casting out the same amount of light over a much wider
00:47surface and diffusing the shadow a bit.
00:50We can also control the lens that is in front of a real physical spot lamp, but
00:55this is a virtual lamp.
00:57So we have an additional control to where if I set this back to 45, if I set my
01:02spot boundary to let's say a very narrow number, now I get a very hard edge
01:09where the lamp stops.
01:12Now in a very smoky nightclub, we have what's called a halo effect that comes
01:17out, which is whereas the lamp casts out its light.
01:21I'll go ahead and set this up to a pretty large number so that you can see
01:25it, and enable it.
01:26Now you can see in our Preview that we have a halo coming out.
01:31That simulates the light coming down through a smoky atmosphere, a
01:35dusty atmosphere.
01:37In addition to Ray Shadows, which provides a very accurate shadow model, as you
01:42can see here with the very crisp outline, we can used buffered shadows and have
01:47our choice of a classic or a halfway classic or irregular computation method for
01:53figuring out, very quickly and faster where the shadows should fall.
01:59As you can see the irregular gives a pretty good shadow outline without invoking
02:03all of the overhead expense of a ray shadow trace.
02:07In addition, the spot light has a clip start and a clip end.
02:12In that objects that are closer than the clip start will not be lit by the lamp.
02:17So if I change this to something really big like ten or so, you can see in the
02:233D View, this little ray.
02:26That shows that any objects within this distance and this distance will be lit
02:30by the light, but if the light gets closer than that to an object, the light
02:35won't be picked up or won't be cast on to the object.
02:38Here let me turn the Halo off a little bit so that you can see it better.
02:45So changing it to 20, now as you can see in 3D View, this little ray has
02:51little dots that show the beginning and the end and any objects within this
02:56range will have a shadow cast.
02:59Since our Captain Knowledge is not within that range, he'll be lit by the lamp,
03:05but he won't cast a shadow.
03:07As you can tell, when you have a lot of lamps shadow casting can be a very
03:11computationally intensive process and take a lot of processing time.
03:16So we try to give you a lot of easy ways to speed up the whole shadow
03:20computation process to avoid ray shadows and use buffered shadows instead.
03:24In addition to a normal round spot lamp, there is attachments you can put on
03:30a real spot lamp on the side that are called barn doors and they square off
03:34the light.
03:35So now when we do a render with the barn doors on, you can see that instead
03:40of having a round outline, we have a square outline where the light is cut
03:46off by these barn doors.
03:48So this shows you how to use the spot lamp as a specialty lamp in setting up
03:52your lighting situation.
03:54I find that the spot lamp makes a great key lamp for the camera, so I usually
04:00parent my spot lamp to the camera and use it as the lamp that provides the major
04:07illumination for the scene.
Collapse this transcript
Using the Sun, Sky, and Atmosphere lamps
00:00The Sun Lamp in Blender simulates the real sun in the kind of sunlight you would
00:05get from the actual sun in your scene.
00:08Now, the sun is a directional light, just like the spot light, and the direction
00:11is shown by this dashed line here.
00:14So right now the sun is shining towards the camera, kind of simulating a sunset
00:18when the sun is appearing in to you and you're facing west or the sun can be
00:23behind you and by pressing R we can rotate the sun so that it's facing away from you.
00:28When you do a render now, the sun, even though it's not pointing directly at the
00:33mountains, still lights up the mountains here, because the sun simulates the sun
00:38out in outer space, where it's like an infinitely far distance from you.
00:43So all of the light rays are coming in parallel into the scene.
00:47It's not like from a spot light, where they're coming from one specific light
00:50source and then they're fanning out in a cone.
00:52Here with the sun, it's parallel when it's covering the entire scene and bathing
00:57the entire scene in a very even amount of light.
00:59In addition to the standard Falloff controls and energy, we also have Sky and
01:04Atmosphere controls.
01:06When you turn on Sky, now the Sun Lamp will, depending on whether it's a sunrise
01:12or a sunset, affect this color of the sky in different ways.
01:17Normally, if the color of the sky is a combination of colors set in the World
01:22settings over here under Material, World, where we've set the horizon color
01:27and the zenith color.
01:28Now, based on these colors, Blender figures out what kind of atmosphere
01:32you're in.
01:33So if we were simulating our atmosphere on Mars, we would use different colors
01:38and the sun on Mars would affect it differently as well.
01:42But on Earth here, we have blues.
01:44So now when we affect the Sky color, based on the Turbidity, and the mixing
01:49method, we alter the color of the sky.
01:53So here we have a certain mixing effect that goes into effect with an average
01:57amount of Turbidity.
01:58Turbidity is the amount of dust and pollution that's kicked up in the
02:02outdoor atmospheres.
02:03So to simulate something like smoggy downtown, and I won't name a city, but
02:09you're going to get a lot of these orange, brown colors coming in, and which is
02:13also shown for you here in the Preview.
02:16Or to set it back to of a more of clean atmosphere, like on beautiful white,
02:23we would set it here.
02:24Now, if the mountains were in the way, we would see that we can start to get
02:26some pinks and blues down near the horizon.
02:30The amount of Mix factors set here, and so now by mixing in and changing the Mix
02:36factor, we get more of these pinks now, and now the sun itself you can start to
02:41see is whitening out the zenith.
02:45If we change the Mix method to say Add and let's say just a little bit of Add,
02:51now the sunlight is adding this white.
02:53It's mixing in based on the Turbidity and the amount of scattering that would be
02:57up there, to produce a beautiful teal color.
03:01Similarly, we can simulate a very thin atmosphere by telling the Sun Lamp to
03:06darken the atmosphere.
03:08Now this is almost like a moonscape, if you will, where there is very little
03:12atmosphere to be scattered and, in fact, the sun is darkening the horizons.
03:17These other setting is in fact how the horizon and the distance to the horizon
03:23is affected by the Sun Lamp.
03:25Then we have a whole another set of Atmosphere settings.
03:29The atmosphere goes hand in hand and simulates the haze and the pollution that's
03:33in the atmosphere, unfortunately.
03:35Again, the goal is try to get to realistic lighting and lighting situation that
03:39affect how the scene looks.
03:41The atmosphere that was shot in 'Toy Story' versus the atmosphere that were shot
03:46in 'Blade Runner' are two totally different atmosphere conditions.
03:50In here, Atmosphere adds on to all these Sky settings and goes hand in hand by
03:55simulating the haze and the pollution that's in the atmosphere.
03:59This covers how fast light is scattered based on what's happening in
04:03the atmosphere.
04:04So let's go ahead and set his back to mixing.
04:08Set it to about noon, by rotating the Sun Lamp.
04:15So now, if we set like say the Extinction factor, to something really little.
04:24Now, the light isn't getting from the sun to the ground.
04:28So there is a lot of pollution or scattering in the upper atmosphere.
04:32If the light doesn't travel as far through the atmosphere, and so it's cut off
04:37or faces extinction faster, based on this setting.
04:41So in this video we saw how to use the Sun Lamp, to give a rough
04:45approximation to the different atmospheric conditions, you would want to
04:48simulate in your CG scene.
Collapse this transcript
Using the Hemisphere lamp
00:00Another light in our lighting arsenal is the Hemisphere light.
00:05The Hemi light is a directional light and it has a fall-off distance like
00:09all the other lights.
00:11What makes the Hemi different is that it does not have a shadow.
00:15It cannot cast a shadow and so all of the light coming from it is very soft and
00:21makes an excellent fill light.
00:24When I use it as a very high intense level, it provides a very even lighting
00:29across the entire surface.
00:31As you can see, there is no shadows.
00:35In real life motion, picture and photography, you usually have a guy walk right
00:40in front of the actor backwards with a big white plain, and that's too reflect
00:45any diffused sunlight back on to the actor's face and the use of the Hemi light
00:50is very commonly used to do that to provide a nice even fill.
00:55The other way you use a Hemi light is for side light or fill light to round out
01:01the shadows and to soften the shadows on the character, so there aren't a lot
01:05of hard noticeable shadows and the character has a nice even lighting to him or her.
01:12The Hemi light can also be used in negative mode just like all other lights, to
01:16actually take away light.
01:18Now you can see this Hemi light is actually darkening the front of him, while
01:23the side Hemi light, which is positive, is actually lighting him up.
01:28So you can use the Hemi light up tight and up close on the actor, and it will
01:33give him a real sullen look like if you are going for a Vampire or some kind
01:38of dark character.
01:40You can use this pointing upwards like you use to do with flash lights around
01:44the campfire if you even want to do that, to highlight the under side of the
01:48cheek bones and the eye ridges.
01:50So in this video we saw a little bit about the Hemi light and how it rounds out
01:54the lighting rig and provides additional supplemental lighting that you can play
01:57with to use to provide better even balanced lighting to your character.
Collapse this transcript
Working with Ambient and Radiosity lighting
00:01So now that we've covered the basic kinds of lamps that add light to a scene,
00:05I would like to cover what's called ambient occlusion or ambient lighting and
00:10radiosity or other people call that global illumination.
00:14There's lots of different terms that are thrown about, and I can just present
00:17you the way Blender approaches the problem of lighting.
00:21So in this first scene, which is called 0 point, when you press F12 you get a
00:28very quick render of a sphere sitting on a little pedestal.
00:33However, you'll notice there are no lights in the scene at all.
00:37So where is this light coming from and why is it so flat?
00:41That's called ambient light.
00:43Ambient light is set up in your Shading World, World panel down here under
00:49ambient light, and here's where you set the color and the brightness of
00:53the ambient light.
00:55Ambient light is light that is in a room. Imagine if you are in a room and the
00:59sun is shining outside and there aren't any lights on inside the house.
01:04Inside the room there's still lights that is coming through the windows and
01:08it's filtered in and it's bouncing all around and that's called ambient light.
01:11We can simulate the different colors and intensities of ambient light by setting
01:15these values in these red, green and blue sliders here.
01:19Each material in Blender then is affected by that ambient light to the degree,
01:26which is specified here in the Shading Material Shaders panel down here under
01:32this Ambient Light slider, and this surface is affected by combining the base
01:39material plus all the other lights that are shining on it and half of the
01:45ambient light which as you saw was white, so half of white is gray.
01:49So that's why this is a gray color.
01:51Now if we were filming let's say our CG scene in a volcano or underground and
01:58we use more of a red color then you can see that this globe in addition to the
02:04lighting that's in the scene, this globe would be affected and be colored red
02:09because there's a red color that's in that scene.
02:12Now I'm using the Render window here, because the Render window is kind of neat
02:16in that if you press J, you go back to the previous render.
02:20So you can jump back and forth between renders just by pressing J in this key.
02:25So as you work through this exercise with me, go ahead and be pressing this J
02:29back and forth and you can be comparing the different kinds of renders you can get.
02:33The next topic is called Ambient Occlusion.
02:36Ambient Occlusion happens when you have creases and corners in a room and the
02:42light cannot scatter and be reflected as much into a corner as much it is on
02:49the flat wall.
02:50So you get this darkening kind of effect as you go into corners.
02:56Here we have a sphere that's in a little box, I just made a cute little set here,
03:01that is being lit only by ambient light or ambient occlusion.
03:06Other people call this a dirt shader because this sort of simulates the dirt
03:10that might accumulate in an old house.
03:13And here is a little set and this is a standard kind of lighting test set that
03:18we'll be using throughout this video and then in subsequent videos where we talk
03:22about lighting because it provides a very nice controlled lighting situation.
03:26In this render, we have the different shades of gray computed based on the
03:32ambient light color, the degree to which each material is affected by the
03:38ambient light, and then what we have done is as we have added in the Ambient
03:42Occlusion, which is shown here on this Ambient Occlusion tab.
03:45Ambient Occlusion then takes all of that ambient flat lighting and subtracts or
03:50adds or both, as you can see here, the plain color of the ambient light based on
03:57the geometry and the creases of where the geometries intersect and either adds
04:02to lightens or darkens the area in order to compute the overall image.
04:08So this is exactly what a severe setting on a pedestal in a very indirect lit room
04:14like in an art gallery or something like that where they don't have direct lighting.
04:17They use a lot of ambient light color.
04:20So Ambient Occlusion has a couple of settings I would like to go over.
04:24The first is the number of Samples.
04:26You can see a little bit of graininess as you zoom in here.
04:29You can see this grainy.
04:30This graininess gets better with the more Samples that you use.
04:3532 Samples is the most and the degree to which the ambient lights falls off
04:40is computed here.
04:42The most intensive way of computing ambient light is to use the Raytrace method.
04:47But Blender also has an Approximate Ambient Occlusion, which is much, much
04:53faster to use, especially on the lower powered computers.
04:57So you can use a higher number of passes and have a better correction with lower error
05:02if you use Approximate Ambient Occlusion.
05:05Normally, you use the ambient light color set here, but you can also use the
05:10SkyColor, which is this horizon light green with up to a darker blue, to be used
05:16so that it would almost look like this globe is sitting outside under a tree,
05:22let's say, under some very diffused lighting.
05:24And you don't want to use Ambient Occlusion as the only lighting, but combined
05:29with all of the other lighting rigs and the other kinds of lights, it can
05:33provide very photorealistic lighting.
05:36The next kind of lighting is called Radiosity.
05:39Radiosity happens when light hits something like say a red chair or in this case,
05:45the pink base of the sphere.
05:47Some of the light that hits that sphere is radiated back out into the
05:51environment and then that light hits the object next to it and colors it next.
05:57So if you take a bright red ball and you roll it up against a white wall,
06:01you will see that the wall turns a little red and that's called Radiosity.
06:05Radiosity is set here in this little Radiosity buttons and basically you select
06:11the meshes in the scene, collect them and then go.
06:16And what happens is Blender will go through and based on the patch size, compute
06:21how much each little section of the scene is affected by the color that would be
06:27radiated out from all the other mesh sections in the whole scene.
06:32So it takes a long time to compute, but it gives a very accurate representation
06:38of not just the light hitting something, but the light then bouncing off and
06:42reflecting and coloring everything else in the scene.
06:46So I have already recollected the meshes and then this is the effect that
06:50would be added.
06:51Now again this is a very dramatic effect. I really cranked it up so you
06:54can visually see it.
06:56Usually you crank it way down and make it a very subtle addition to the light
07:01to give the realism.
07:03When you combine these two for example, we have a combination of both Ambient
07:08Occlusion and Radiosity, and you can see how they kind of work
07:12together to provide a very realistic even amount of lighting even without any
07:18lights in the scene.
07:19This is actually with no actual light being shown on the objects, and again,
07:24the Radiosity is little strong than what I would recommend.
07:27But it gives you an idea of the kind of effect you can get using Ambient
07:31Occlusion and Radiosity.
Collapse this transcript
Lighting with three-point and other multipoint lighting rigs
00:00Now great lighting is a combination of lighting techniques.
00:03You get your Ambient Occlusion, the Radiosity that we saw and then the
00:07different kinds of lights.
00:08And you combine these lights into what we call rigs or lighting rigs, and they
00:14are standard rigs that great light riggers use.
00:17The first is the 1 pt light, which is the simplest light to show and is usually
00:22what's called a key light, because it's the key light and it provides the
00:25light into the scene.
00:27This is a great example of what I would call a 1 pt light, because it use only
00:31one point of light to light the scene.
00:34This is for example, if we were doing to do our CG character on a stage and he
00:38is the stand-up comic, there you go. You would use this kind of a light to
00:43provide a direct focus only on the one object that's in the main light.
00:48And the other objects or actors that are on the fringe of the light, they won't
00:52get the key light, and they won't even be noticed by the audience.
00:55So now if we take that concept and we add on two lights, we would use like a
01:01hemi-light on either side and this lighting rig provides as you can see, there
01:06is one on the left and one on the right pointing directly at the object.
01:10Nothing is pointing directly at the object between the camera and the
01:13object itself.
01:15So these hemi-lights as you know they don't provide any shadows, so it provides
01:19a nice even illumination of the object without any what's called a hot spot.
01:24A hot spot is where you could get some burnout and washout from the light.
01:28If these two hemi-lights are evenly balanced, they provide a nice even
01:32balance lighting.
01:33Let me get to the 3pt light, which combines the key light and these two hemis or
01:39other kinds of lights in the rig.
01:41In this case, I have what's called the 3pt Standard lighting rig.
01:45This rig provides a key light that is parented to the camera, a hemi-light on
01:50the side to provide some fill light on the side, and then a sunlight around back
01:56shining back on the sphere to provide what's called back lighting.
02:00So you have a combination of side fill lighting, key lighting, back
02:04fill lighting.
02:05So when you render this, you get the kind of lighting situation you would have
02:10if the actor or this setting was outside in the sun with the sun on his back
02:16shining down with a lot of ambient light in the scene.
02:20Now we can just rotate the sun like that and now the sun is going to be in
02:25his face and going to provide more highlight to his face, but it's going to
02:29add to the key light.
02:30So what you have to do on these multi- point rigs is to balance the lighting.
02:35And in this case, I would probably want to crank down the sunlight a little bit
02:40to maybe 0.2 and even though it doesn't show much in the preview, it's going to
02:44light up the rig quite a bit, and probably knock the key light down to about
02:480.8, and now I'm not getting a huge burnout area right here.
02:52Now this sphere still does not have a shader on it, there is still no real
02:58big shading going on.
02:59So we have used all the default settings, there is still a lot of tweaking you
03:03can do when we get into the actual shader itself.
03:06For the material this is just setting up basic lighting.
03:09If you have a good basic overall balanced lighting scheme, then you don't run
03:13into a lot of problems later on when you are trying to set up the shaders.
03:17Now when I film in the studio against a green screen or just against a backdrop,
03:21I'm not outside and I can't have any light coming from behind the actors really,
03:28although, the lights are coming from stage lights.
03:30And so this lighting rig has 3pt lights but it has the two fill lights on the
03:35side providing fill light, and then one main key light coming on that's pretty
03:40much offset from the camera that provides a nice little direct but bright
03:45focus light.
03:47Now in the render, you can press J and then compare the lighting that would
03:49be from these two.
03:51So as opposed to the other lighting rig, which had the sunlight up here
03:55shining down on top of the actor, this is a very filled lit or front-lit
03:59lighting rig that we would use.
04:01You want to choose between these two based on what you are filming.
04:04If you find the image is distracting by having this top light and you are
04:10getting a lot of blow out on the top side of the model, then you would want to
04:14switch and use more of a balanced lighting scheme like I'm showing here by
04:18pressing the J key between these two renders.
04:21The last point I would like to bring up is a 4pt lighting rig and some lighting
04:25rigs go up into 20 and 30 lights in the scene based on what it is you want to
04:29show and what you want to draw the audiences attention to.
04:33And this 4 rig consists of the two side lights, a back light, and a key light.
04:39I really like this rig, I think it combines the best of all worlds, combines the
04:44best of the standard 3pt lighting, the best of the studio lighting, and provides
04:48a great overall lighting.
04:50Now these hemi-lights are knocked down to only a 0.1 energy.
04:54The key light is full strength, so it provides a good crisp light that really
05:00lights up all of the features.
05:02But the sunlight is just a very soft overhead light.
05:05So I don't get a lot of specularity on the tops of the models.
05:09But yet I still get that impression that there is lighting coming from
05:12behind and back filling backside and providing a nice general illumination
05:17of the entire scene.
05:18So there is an example of five different kinds of lighting rigs that you can use
05:22based on the kind of feeling that you want to convey in your scene and what you
05:27want to show and how well you want everything to be lit.
Collapse this transcript
Understanding shadows
00:00Shadows are very important in a scene, because they help define what it is
00:04you are looking at and then what you are not looking at, and if you want to
00:07hide something, you put in the shadows and then you can have it dramatically
00:11emerge from the shadows.
00:12As well as shadows give a whole sense of realism to the scene.
00:17If you seek shadows being cast by moving objects and everything, it just makes
00:21that scene much more convincing.
00:23In Blender there are four things that need to happen in order for you to
00:28get shadows.
00:29The first thing is down here in the Render sub-context.
00:33In the Render panel there are two render pipelines that need to be enabled.
00:38The first is of course, Shadows.
00:40You've got to have Shadow Pass enabled if you are using Ray traced Shadows, you
00:45need to have Ray tracing enabled as part of the render pipeline.
00:48So that's the first setting.
00:50The second thing is you need a light.
00:52You need a light to cast some shadows.
00:54So if you look at the Shade Lamp settings for a lamp like the sun lamp, you can
00:59see that we have Ray Shadows turned on.
01:01If this was turned off, this lamp isn't going to cast any shadows.
01:04It's going to light up Captain Knowledge here, but it's going to cast a shadow
01:08onto the ground plane.
01:10So the shadow has to be enabled as well.
01:12The third thing is you need something to actually cast the shadow and it needs
01:16to be detectable by Ray tracing.
01:18So if look here at Captain Knowledge and I take him off of being traceable by
01:23Ray tracing, even when I render, even though he is there and we can see him,
01:28he is not casting a shadow because the Ray tracing isn't picking up that he is
01:31blocking the light.
01:33So Traceable has to be on, and if any of the lights that are using him to block
01:39light are buffered lamps, then Shadow Buffers have to be turned on as well.
01:44Finally, in the Material setting we have to have an Alpha setting of something
01:48greater than 0, because if he is perfectly transparent that light is going to
01:52pass right through him and not be able to cast a shadow, because there is no
01:56light being blocked.
01:57The fourth is that the material, the ground plane in this case needs to be able
02:01to receive the shadows.
02:03And receiving the shadows is down here in the Shaders panel and it has to be
02:08detectable by Ray tracing.
02:10Here under Shaders, the Shadows button needs to be enabled.
02:14And if we want transparent shadows to be cast on to this material, then this
02:19button needs to be enabled as well.
02:21Now with all the lamps, the color of the shadow is usually black, as you can see
02:26here, but you can always change the color of the shadow.
02:30If I change the color of this shadow to light green to reflect that there is a
02:34lot of green light in the area, then the intensity of that shadow would not be
02:40nearly as distinct when it's shown on to the ground plane.
02:45It's going to be a lot less of a shadow, as you can see it's not black.
02:48It's sort of this off-colored gray, because the colors are mixing.
02:52The other thing that I have seen people run into is if this hemisphere light or
02:57other lights were shining directly onto the ground plane and they were pretty
03:02bright, they might wash out the shadow as well and diminish the shadow to the
03:07point sometimes where you wouldn't even be able to see the shadow at all.
03:11So if you are not getting good shadows, first of all check all of these things
03:15to make sure that you are using shadows properly and that they add
03:20convincingly to the scene.
Collapse this transcript
4. Shading
Realism overview
00:00There are many areas to good shading.
00:02This topic is on how do we make a realistic material, or what I would prefer to
00:07use is the term a believable material.
00:10Because even if you're doing a completely CG movie like big_buck_bunny, when
00:14you look at this image you obviously know it's not photorealistic but it's
00:18believable.
00:19You're brought into the image and you're emotionally engaged.
00:23That's the whole purpose of realistic and good shading.
00:27So Shading is a combination of light that's in use.
00:31Here we have an image that the light is coming in through the window in the
00:36back, and providing a lot of very strong backlighting, but there isn't a lot
00:39of ambient lighting going on, and there is a lot of reflections and almost washouts.
00:45But this is a believable image, even though it's what I would consider to
00:48be poorly lit.
00:50Then we get into sunsets and sunrises, there has been less than ideal lighting,
00:55where we have the sun in back of the mountains providing you just a beautiful
01:00spectrum of light and shading, but the cloud itself is really just gray, but
01:05it's also being influenced by the color and the light in the atmosphere etcetera
01:10going on, as we saw in the sunlamp video.
01:13The other thing I'll go into that makes a scene believable is clutter.
01:18In a lot of CG you're tempted just to do one or two or three objects.
01:22But you know in a realistic object, this is the whole bunch of clutter in
01:25the background.
01:26Things that have accumulated later in our houses over time.
01:29Also, then there comes the texture of the material and whatever is being shown.
01:35Here the sky is a perfect flat shading and nice blend of blue, but the water
01:41itself here is all rippled, and the sand as you can see is of full of footprints
01:47and little pockmarks.
01:49Next is then, what is the object made of?
01:52Here is my car, my little weekend toy, and it's made of fiberglass, but it's a
01:58very smooth and very reflective surface.
02:01So the rubber is very flat, and the concrete is even flatter, but it's also a
02:08scuffed up and scratched up.
02:10The brick here is a wholly different texture, and the wood is yet
02:14another texture.
02:15And then these plants, these plants around are of different textures as well.
02:19So everything has a texture to it, even though a roof has a different speckling
02:24approach, and that goes into making a believable material as well.
02:28You couldn't tell if this car was CG or real, if it blends into and uses
02:34textures and surface shading that is appropriate and what you would expect to
02:39see with this kind of vehicle or with this kind of object.
02:43The good news is even though there are many, many things to consider, Blender
02:48does offer a full set of controls for rendering realistic and computer generated
02:53believable materials.
Collapse this transcript
Creating a world in less than seven days
00:00Setting up the background for your CG world or your scene is pretty complicated,
00:05and there are a few settings that we need to go over and talk about when we
00:08talking about setting up a world.
00:10First, there is an entire sub- context over here under Shading.
00:14If you press F5 you get the Shading context, and then down here with the little
00:18World icon over on the right is the World button.
00:21So when you click that, you get a whole set of panels that allow you to
00:24setup the world.
00:25So I'm going to go ahead and put these away.
00:27Let's walk through them.
00:28First of all, you have a control for obviously naming the world.
00:33So you can have different kinds of worlds within the same blend file.
00:36This particular world has three colors that are setup.
00:40One is the horizon color. The next is the zenith color or the color that if you
00:46go outside and you look straight up, that's the color that you would see as you
00:49stare out into space.
00:51Then the third color is the color of the ambient light that is in your scene.
00:56So this is kind of a yellow color, reflecting a nice yellow, warm, sunny day.
01:03This scene has setup to be sort of at the beach color, nice little pastel colors
01:08with a beautiful clear day.
01:10The ambient light color affects all of the other objects in the scene as we saw
01:14in the Ambient Occlusion and lighting video.
01:17And these Exposure and Range settings help you adjust the amount of light and
01:23how it affects the overall tone of the image.
01:27So up here in this Preview panel we see the combination using a blend of
01:32the horizon and zenith.
01:33If we take blend off, then we get just the horizon color as a flat
01:37background color.
01:38And if we press F12 now, here we just have that flat black color.
01:43If we Blend it, now we blend from the bottom of the image to the top color, and
01:49I'm going to go ahead and set this top color a little darker or let's say a
01:53little darker blue just so you can see a little more.
01:56Now however that's from the bottom of the image, which assumes that the bottom
02:00of the camera is looking out at the horizon.
02:03If the camera is looking straight out at the horizon, then we want to use the
02:07Real option, which sets the middle of the image to be the horizon color and then
02:13above to be the zenith color and then also down below to be the zenith color.
02:18Paper extenuates the shading by providing an absolute gradient from top to
02:24bottom no matter what the camera is looking at.
02:26So those are your three options that can be used in combination to define where
02:31and how you want your background colors to merge.
02:35The next panel is the Mist and the Stars.
02:39The Mist, if you enable Mist, now as objects recede often to the distance, they
02:44will actually fade out to the horizon color.
02:47This is used to simulate a kind of effect that goes in the real world as
02:52things fade out often to the distance just, because there is mist and moisture
02:55in the air.
02:56Now you can get pretty fancy with these settings to actually simulate a very
03:00foggy kind of environment by setting a Height here, and setting up a Distance
03:05for the fade off to effect and then Distance from the camera for the misting
03:10effect to start taking the place.
03:12So to simulate a thin mist, you would specify a pretty far starting distance and
03:18with a long falloff.
03:20Stars brings up stars.
03:22Put the stars in the background just as you see here.
03:25You can have different colored stars as you can see here, and you would use this
03:30to set up, let's say, a real environment where you are trying to simulate a very
03:36clear open sky or if you are doing a space battle out in space, you can just
03:40quickly setup the stars control the size of the stars, how dense the stars are,
03:45how close they are to one another and like that.
03:48The next is the Ambient Occlusion and there is a whole another section on
03:52Ambient Occlusion, but this is where you setup the different Ambient Occlusion
03:55methods for computing the dirt that collects in creases and corners.
04:00Last up is the Texture and as we have seen almost anything in Blender can be
04:05Textured to give it a little bit of variation as you can see here with the
04:09Blend, this is a perfect color and there is a never ever a perfect color.
04:13You can add Cloud textures and like that in addition you can also add what's
04:17called Angular maps or Spherical maps.
04:20An Angular map is a very special kind of image that is used.
04:24So let's go ahead and add one of those.
04:26I'll give you an example of one.
04:28Once you would add a new texture you then have to come over here to the Textures
04:32panel and define what that texture is.
04:35Whether it's a Cloud, or Procedural or an Image or an Environmental map.
04:39In this case we are going to use an Image and when you click on Image you get
04:43all of this standard image controls.
04:45So let's go ahead and load up the Angular map from the library.
04:48We click Load and then one of our Windows will change to a file browser.
04:53I would like you to get used to using a library.
04:56So under library we have textures that are separate from images.
05:00Images to me are images of real people or places or things, textures are a
05:04special picture that is used to add color or affect the surface in someway.
05:10So once we have loaded it up, we can see a preview in the Preview panel and as
05:14you can see this is a round picture that is rendered as if you were looking at a
05:19perfectly reflective sphere.
05:22And I take this one from Madcow.
05:24This is a shoutout to Madcow in England who provides a whole bunch of
05:28these blenderartists.org.
05:29You can go out and grab them and use them to provide a very realistic world.
05:34So now if we click Real and Angular map, we can now map this image to
05:39the horizon.
05:40We don't need to really Blend it in with the background blue, but we can, we can
05:44use this blending to affect the sky color.
05:47Now when we do our render, we have a very photorealistic background for
05:52our composite.
05:53Let me go ahead and take off the stars, because I don't think we'll have the
05:57stars in the background and there is no mist in this picture.
06:00So now when we do our render, we have our cube but now we have it set to into
06:06this background and as long as we match the lighting that was apparent in
06:09this angular map, we'll be able to blend in this cube into this scene so that
06:15it looks like it fits.
06:17There is other kind of mapping.
06:18There is a Spherical/Angular map, there is also a Tube-based mapping where
06:22if you can have a tube type of projection map, you can use that as the image
06:26background.
06:27So between the colors, the ambient light colors, and the textures, Blender
06:32provides a large array of settings just for the world background.
Collapse this transcript
Applying ambient occlusion
00:00So when light is bounced around and reflected and radiated and all that,
00:04a phenomenon called Ambient Occlusion can be used to simulate the darkening that
00:08happens in corners, cracks, and crevices.
00:11Mainly that ambient light is blocked.
00:14So in this file, I've set up a very simple AO scene setting that will
00:17demonstrate the different kinds of Ambient Occlusion that Blender has and we can
00:21teach you how to use each of them.
00:23First of all, the Ambient Occlusion needs to be enabled.
00:25It's not enabled by default, because it does take a quite a bit of time
00:29to calculate.
00:30The amount of time it takes to calculate depends on the quality that you want,
00:33and the highest quality you can render in is 32 samples.
00:37But you can knock this all the way down to 10 samples, if you want.
00:40It just results in a faster, but lower quality image.
00:44For your final render, you can always crank it back up again and then let it run
00:48overnight, if you need to.
00:50So here we have a test scene, and as you can see the Ambient Occlusion has
00:53darkened everything in the corners and underneath the globe and like that.
00:57To simulate what would happen when the ambient light color, which is over here
01:00in your Ambient Red, Green, and Blue slider settings, is occluded from lighting
01:05up the rest of the area in a very perfect uniform manner.
01:09Now there are two approaches to Ambient Occlusion.
01:12There is this Raytrace method, which takes quite a bit of time and then there
01:15is an approximate method, which is much faster, but not quite as physically accurate.
01:23As you can see, it gives much different results, but much higher quality
01:27results, as well with a very few number of passes.
01:31These settings down here allow you to just only add Ambient Occlusion color
01:36to the scene.
01:37Now as you can see this gives a very soft feeling or if you just enable Sub to
01:44subtract, then as you press J here, you can jump between the Add and the Sub.
01:50So the Sub takes away the color, the Add adds color to it and both of them
01:55together then provide a much more dramatic color.
01:58Now when you click Plain here, plain is this plain ambient color.
02:02If you have a blend of colors in the sky or even an Angular sky map, then by
02:09clicking the Sky Color, the Ambient Occlusion shader tries to use the color of
02:14the sky to be the colors that are added and/or subtracted.
02:18So now you can see that now the sky color blue has been added and subtracted
02:24into this image to make it a shaded and tinted blue.
02:28Now the amount that this object is affected by the ambient light is set in the
02:33individual objects Shader settings.
02:36Right here it's ambient is 0.5.
02:37That's a pretty large the setting on average.
02:41I like to use 0.1.
02:44Then use an actual color that I think this environment has.
02:49So if we come over here and back to our Shader settings, notice I'm using a
02:53fairly bright white yellowish kind of color to be an outdoor kind of scene.
02:58The other way you can do that is if you leave that default at 0.5, then you
03:01can just set this to a pretty dark medium shade of gray and everything comes
03:07out about the same.
03:10Lastly, the Energy control affects the overall impact.
03:14It's sort of like a multiplier, if you will.
03:16So if everything is getting too affected by the ambient light and you don't want
03:21to change the ambient light color.
03:23You can just crank the Energy down or if you want to amplify the effect of AO,
03:28then put it above 1 just say something like 2.
03:31As a final note, I'd like to say that some people love Ambient Occlusions.
03:35Other people call it a cop-out for compensating for really bad lighting.
03:40I like to say that Ambient Occlusion is an aid toward making photorealistic
03:44renderings with Blender.
Collapse this transcript
Working with basic materials
00:00The first step to a convincing surface is a base color and some kind of material
00:04that gives it a feeling of depth and substance.
00:07The purpose of this video is to go over all of the basic material settings and
00:10the basic options that you have.
00:12First of all, we've Captain Knowledge and he is one mesh but he has many
00:17different colors assigned to him.
00:18So that's the first thing you need to know is that each mesh can have many
00:22different materials.
00:23To see what those materials are, we come over here to the Link and Materials
00:27settings under the Editing Context and over here we see the different materials
00:32that make up and are used to color Captain Knowledge.
00:37If we tab into Edit Mode and we select the face, we can see that Blender shows
00:42us the material that is assigned to that particular face.
00:46So we've his face here and we've that his lips are assigned to the wrong color.
00:50So if we go ahead and Shift+Select those three faces that have the wrong color
00:55and then Shift+Select one that does have the right color and then come over
00:58here and click Assign.
01:00We have now changed the assignment of those faces to be this flesh color.
01:04So now his lips are split and thinner on top.
01:08But what defines this flesh color?
01:11Well, that's under here under Shading and Material buttons.
01:15We've a whole bunch of different panels that have a ton of different options for
01:20setting up the basic materials.
01:22Here in the Material panel, we've a couple of different options.
01:25One is to mark a material Shadeless or what's called Self Illuminating inside
01:30Max and we often do that when we're using a picture of a real world place.
01:34The No Mist setting here excludes this material from that mist that we've talked
01:38about in the world settings.
01:40And here is where you set the basic base color of the mesh.
01:45So when we click on Color here, now these sliders are updated to reflect the RGB
01:50values of this actual color over here.
01:53A very important but often overlooked slider down here is A, simply marked A
01:58which is the Alpha Channel of any color and you use this to make an object
02:02semitransparent or completely transparent or when it's at 1, completely opaque.
02:08Now there are three colors that we set here, the base color.
02:11The specular color is when you look at something and it has a shine to it.
02:16What color is that shine?
02:17That's called the specular color.
02:19And then if it reflects something back at you when you look like in a mirror,
02:23you usually reflect back the perfect light to reflect the perfect color.
02:27But you can have colored mirrors as well.
02:29These little balls that are in the yard sometimes that you see in Arizona
02:32and like that.
02:33They are often colored blue or green or something like that and you can set the
02:37mirror color here as well.
02:39Now any of these colors, the color, the base color, which is called the diffuse
02:43color and the specular color, they don't have to be a single color.
02:46You can use the Color Ramps here and expand this panel to show you that if
02:51you enable color bands for the diffuse color, now instead of just being this
02:56one color, the diffuse color will be a range of colors and this range is
03:01based on some input.
03:02You could use the amount of Energy that the material is getting based on
03:07the light source.
03:09And then mix that according to some factor into the base color to provide a
03:13better range of colors.
03:15So that's the basic diffuse setting and the basic material options that you have
03:20for setting up the basic color inside Blender.
Collapse this transcript
Working with node materials
00:00In addition to setting up your material settings over here in the Shading
00:04Context, Blender offers a node based material editor.
00:08To start that, we just click here over under Nodes and then we've to use one of
00:13the windows as a Node Editor.
00:15This is the first time we've seen this in the course and this is a big old
00:19spreadsheet that you can use to construct a virtual network of nodes, just like
00:24when you're doing a project plan and you construct a network chart of all tasks.
00:28Well that's the same idea that nodes are.
00:30The first thing we want to do is to click this ball here, which says that this
00:34Node Editor is going to be used to edit a Material Node.
00:38We want to Use Nodes and this is the Node Material NT that we're going to be
00:43editing called Material.
00:44We can call it something else.
00:45Let's call it CloudyBar.
00:47That's the way you can name your node based materials so that they're saved in
00:53the file and you can readily identify them later on.
00:56The first node we want to add is the Material node.
01:00This controls the basic settings for the material.
01:04By default it's shades of gray.
01:06So now if we press F12 instead of getting the red bar we now get the gray bar.
01:11Now let's modify this color using another node.
01:14So we've a whole bunch of different nodes that do different things to the color
01:19and then they pass it on to the next node, until finally it reaches the output.
01:23So the RGB Curves node is a little color processor that can adjust the
01:28different colors.
01:29So let's say this is the red channel.
01:33So for little parts of red, I'm going to boost the red.
01:37So this is kind of a red booster right here.
01:39And if we go ahead and thread this RGB Curve by pressing just Space and Add
01:44the Output node.
01:46Because the RGB Curve was already selected, Blender automatically threads the
01:50nodes together for us in a nice little chain.
01:53So now we've a pink bar because we've boosted the reds from the gray and
01:57routed that to the output.
01:59We can also mix in textures into the color by adding a Texture Input node and
02:06selecting a Texture.
02:07In this case, I've defined a Cloud texture.
02:10So let's mix that into the pink color by using the Mix node, which is also
02:15in the Color section.
02:16Now what we're going to do is use this Cloud color to route the value to the
02:20Mix node, so this value now tells this Mix node where to mix between these two colors.
02:28So we'll use the original color and let's give it a blue color to choose from.
02:34Now when we route this to the Color Output, we've a material that mixes between
02:40a pink and a blue according to this cloud texture.
02:45As you can see these node trees or these noodles like I like to call them can
02:50get pretty long and complex.
02:51But you basically just keep stringing them together, modifying the material
02:56color as you go according to whatever vector and geometry and how you want to
03:01apply or map these colors to reach other based on either, for example, here on
03:06the Input, we've the Geometry of the scene.
03:09The Camera Data, you can even change colors based on how far that object is
03:15from the camera.
03:16So things can get like red hot as they get really close end to the camera
03:20or whatever.
03:21You can set your own RGB values and of course, use those textures.
03:26What you can do with those then is then mix them or adjust them, Invert them or
03:32play with the Hue Saturation and Value.
03:34You can also map them to different aspects of the geometry or the situation and
03:39use Ramps, convert them to Black and White and also do Math on them.
03:44This is especially useful when you're mapping camera data.
03:47Ultimately, you can create groups of nodes so that if you come up with a good
03:52noodle that you like, like this one here, if you want to reuse it you can just
03:55define these as a group by pressing, for example B and highlighting these nodes
04:01that you want to group and then Node > Make Group and then that makes this Node
04:06group into something that can be reused and imported in other situations.
04:12And also just simplifies the whole display of the noodles inside your
04:17Node Editor window.
04:19So that's a brief rundown on how to use nodes to create a material, instead of
04:24using the traditional material panels.
Collapse this transcript
Applying Pipeline options
00:00When you press F12 and you're asking Blender to make a render of your CG scene,
00:05a couple of major computing elements come into play as it looks at each object
00:10and each surface to be rendered, and each of those computing elements are
00:14controlled over here in the Render Pipeline panel under your Links and Pipeline
00:18inside the Material Shading for that particular object.
00:23Now instead of a flat surface, you can have the object rendered as halos.
00:27Halos are basically blobs of light and we've a whole another tutorial on that.
00:31ZTransparent enables the renderer to see through this object into other
00:37objects that are behind it.
00:39And that's used in conjunction with this Alpha slider here.
00:42Alpha controls the transparency or opaqueness of an object and how much it
00:48occludes other objects that are behind it.
00:50So if we crank this down and press F12, we can see Suzanne is hiding up behind
00:56the block and now this block is essentially a very simple cube of glass.
01:03Full OSA enables full over sampling and anti-aliasing which is used for making
01:09sure that this object really blends into the other objects around it.
01:13That you don't get any sharp jaggies if there is a lot of sharp right angles.
01:18Wire instead of rendering the surface as a smooth, solid, shaded surface, now
01:25the faces aren't rendered but only the edges are rendered as almost as if it
01:28was made out of wire.
01:31Radiosity tells Blender to let this object radiate light back out into the
01:36environment, if you're doing radiosity calculations and using the whole radiosity
01:41engine that's built into Blender.
01:43OnlyCast says that this object shouldn't be rendered but that its shadow should.
01:49So now you can see Suzanne with her shadow as well as the shadow of the box,
01:54but not the box itself.
01:56This is one of those tricky little things that you use a lot of times when
02:00you are compositing let's say somebody's different shadow or different colored
02:05shadow or a different shape of a shadow.
02:07I'm often reminded of that great Star Wars poster where Anakin's shadow is
02:12actually that of Darth Vader and that was done by only casting the shadow of
02:17Darth Vader and substituting that in for his regular shadow.
02:21Traceable makes this object traceable by ray tracing, which if you are using ray
02:26traced objects in your scene is pretty essential.
02:29And Shadow Buffer enables the material to be lit and have shadows cast from it
02:35by using Shadow Buffer lamps and we've talked about ray traced shadows and
02:40shadow buffer lamps under the lighting chapter.
02:43So that's a quick rundown of the major components in which an object can appear
02:48and be rendered within Blender.
Collapse this transcript
Painting vertices
00:00In addition to normal material shading, Blender offers a Vertex painting,
00:05which is a painting method that is used where each vertex of the mesh is
00:09assigned a separate color.
00:11To enter a Vertex color painting, you first have to tell Blender in the Material
00:16Settings for that particular object, in this case the butterfly wing, that we
00:20want to paint it and then we enter Vertex Painting Mode.
00:25When we do that over here in the Editing panel, we have a couple of things
00:29that change.
00:30One is in the Mesh panel here under Vertex Color, we have a Vertex Color layer
00:36and we now have a Paint panel when we are in the Vertex Paint Mode that gives us
00:41fine control over our paintbrush.
00:43If we press N we get a Paint Properties panel that pops up and I have one down
00:49here in this window here.
00:50That allows us to rapidly change our color that we're using.
00:55So now all you'd need to do is just paint in the colors.
00:58In this case, we're going to make the butterfly have a little pretty red edge
01:02to, a beautiful blue in the background.
01:04Since I'm painting the Vertex colors, I need to have enough vertices to paint.
01:11So sometimes you might have to add a Multires level to your objects so that you
01:16create more virtual, more real vertices that you can then paint on.
01:21So now I'm just going to paint the back a little bit here and since I can spin
01:26the model around, this is really just like painting in 3D as if I had the model
01:30here and I had a little Airbrush.
01:32Speaking of Airbrush, that's the Spray control over here that's enabled.
01:36That keeps applying the paint as long as I keep the mouse down.
01:40In addition, I have a Vertex Swatch here.
01:42So just by clicking the swatch, I can click the Eyedropper Sampler and perhaps
01:47sample, if I had over here a UV image of a real butterfly, I could be sampling
01:51real butterfly colors and painting them in real time over here.
01:55Otherwise, I can use these RGB sliders to set whatever color I want.
01:59The other control is the Opacity control, which controls how thick the paint is
02:05and the size of the brush that I'm using.
02:07I can yield from a very broad brush to a very fine brush.
02:12You can pick up the colors and we'd use them in painting.
02:20In addition to mixing the whatever color of my brush with whatever existing
02:25color there is, I can instead set the Mix most to Add where this color adds on
02:30to whatever existing color is there and that provides little bright highlights.
02:35I can Subtract which actually darkens the colors.
02:38I can Multiply or Blur the colors together in which case now, my brush access a
02:43blending brush to blend these colors together into a nice smooth gradient.
02:47I can also provide on the fly, Multiplying and Gamma correction to my colors,
02:54just by clicking the Set button there, and that lightens up all of these colors
02:58to make a very happy pastel kind of colored butterfly.
03:02And that's a quicker review of Vertex painting in Blender that allows you to
03:06provide much finer control and more of an artistic paintbrush feel to you
03:11models in Blender.
Collapse this transcript
Using shaders
00:00When you ask Blender to make a render of an image, it uses what's called the
00:04shaders to compute what every surface should look like.
00:08So let's go ahead and press F12, for those of you on the PC, or for those of you
00:15on the Mac, if F12 is remapped to a widget, then come over here to the Scene
00:20Context and click the Render button and that generates a render and places the
00:25resulting image over here in this UV/Image Editor.
00:29And in this sample setup we have the sphere, which is lit by two lamps.
00:34A soft Hemi lamp which is shining on the globe here which you can kind of see
00:38through this white color and then a very bright piercing light above it which is
00:42an omnidirectional light.
00:44As you can see, the surface of the sphere goes from a purple color to this
00:49white color here and this white color and purple color is set over here in your
00:54diffuse and your specular colors in the Material panel, under the Shading
01:00
01:00Material context.
01:02Now the amount of the color and where this specular starts and where it ends is
01:07all setup in the Shaders panel, which is the main purpose of this tutorial.
01:12We have five different shaders to choose from and each of these is usually
01:18generated by a different guy or a different person that was working on this math
01:22to come up with different algorithm for computing the surface and we are going
01:26to run through them.
01:27For the Lambert Shader, which is the normal shader that's used, the one control
01:31you have is the amount of reflection of the color that occurs when the object
01:37is hit by light.
01:38So a lesser reflection means that the sphere up here is darker or deeper or
01:45richer kind of a color.
01:46The Specularity refers to the amount of specular color that is reflected as the
01:52light hits a sphere.
01:54So now, a little bit of light hitting the sphere results in a lot of specular
02:00color being blended in.
02:01The Hardness refers to the diameter of this specular reflection.
02:06A larger number increases the hardness, which actually diminishes the size of
02:13that spherical reflection.
02:15Usually, things have very little specularity and very little hardness.
02:22Usually things are like cardboard or soundproofing or paper.
02:27They really spread the light over a very broad area and if all of your stuff
02:31is looking like plastic, it's because you have the specularity and the
02:35hardness up way too high.
02:38Also it could be depend on the kind of lamp you are using too.
02:41This Hemi lamp provides a nice base, even amount of lighting.
02:45The omnidirectional is very hard point source of light.
02:49The other shader is the Oren-Nayar shader.
02:52That algorithm is designed to reflect some roughness in the surface.
02:57At the microscopic level, the lamplight is diffused.
03:02So I'm going to go ahead and change the lamp, to be a Spot lamp to better
03:06illustrate this point.
03:08Now even though the Spot lamp is shining directly on the sphere, you are not
03:12getting a very hard, crisp, specular reflection.
03:16You are instead getting a very rough surface as though this was made out
03:22of rough sandpaper.
03:23The Toon shader goes with the toon specular shader and we are just going to go
03:27ahead and jump into the different specular shader here.
03:30And this Toon shader was developed to enable Blender to provide cartoon style
03:35renderings from 3D objects that look as though they were cel-shaded.
03:40The Toon shader has a couple of different other controls.
03:44One of which is how much color is reflected, which is common pretty much
03:48throughout of all of the different shaders.
03:51The size of the diffuse area and the smoothness of the transition from the
03:58diffuse to the specular.
03:59So just making those few changes, you can see that the specular and the diffuse
04:04settings and appearance is very different.
04:08By increasing the Specularity, increasing the Smoothness, we are now getting
04:13this very odd kind of color.
04:16Most cel-shading uses a very sharp line between the diffuse and specular and so
04:21you get this kind of an effect.
04:25This provides a smaller smoothness setting on the diffuse.
04:29It says that there is less of a shading gradient among the different areas of
04:36the sphere that are getting the different light amounts.
04:40The Fresnel effect is a pretty wild effect.
04:43I'll go ahead and switch this back to the CookTorrance.
04:46The Fresnel effect is used a lot on glass materials and that provides a very
04:52neat, magnifying kind of effect.
04:55As the light hits the surface, it's spread out and reflected back.
05:01The Minnaert shader is very good for metal type of surfaces.
05:05If you want something to look like it's a painted metal, then you can use
05:07the Minnaert.
05:08The Tangent Vector, sort of flips the effect so that instead of getting a normal
05:15shading, you get a tangent shading and the closest way I can explain this is
05:20Christmas balls that are wrapped with very fine like metal string when they are
05:25hung on the tree, you get this kind of banding kind of effect going on.
05:29Shadows, we have talked about, is that this material can have shadows cast on to
05:34it and if it does receive shadows from a transparent object, then the coloring
05:41and the effect on this object from that shadow is based on the Alpha channel.
05:47We can have this object render its shadow on a material as an Alpha value and
05:52that helps us when we are blending shadows together.
05:54Cubic uses a faster fall-off, so if we are using a Lambert shader, and no
06:00Tangent, then this Cubic helps ease this fall-off that occurs when one light
06:06source blends in with another one.
06:08Down here under Translucency if we increase the Translucency and we make the
06:13material slightly transparent, then as the light goes through the front part of
06:19the material, it's going to hit the backside of the material and then reflect
06:24back out through the front side of the material.
06:26So the Translucency helps simulate what happens with a real globe.
06:31Let's say as light enters into the globe, it gets bounced around on
06:35the backside.
06:36Here you can see this purple and then comes back out though the front side
06:40for us to see.
06:41Ambient light we have talked about before is the amount that this material as
06:44effected by the ambient light and Emitting is used with radiosity to say that
06:50this almost is lit up.
06:52So now we have a glass globe that is lit and actually cast soft light out into
06:57the rest of the environment.
06:59I'm going to turn this down.
07:01And lastly but not least, the LBias helps with the shadow buffer lamps and
07:05makes them darker.
07:06A lot of times a shadow buffer lamp will cast kind of a general gray kind of a
07:12shadow and not really a crisp dark shadow and LBias helps define this shadow
07:19better from a shadow buffer lamp.
07:21So that's real brief overview of the five different kinds of diffuse shaders, a
07:25little bit on the specular shaders.
07:27The Phong shader is used for like the surface of pitches and fuzzy things.
07:32Faces are good for Phong shading and things like that.
07:35Wardiso is a specular shader that also is good for metal as well.
07:43So play with the different shaders and experiment to see what kind of effect
07:47they give under the various different kind of lighting conditions so that you
07:51come up with a great combination that gives the shading across the surface of
07:56the material that you want to use.
Collapse this transcript
Using mirrors
00:00In this video we're going to cover reflectivity in Blender or what's known
00:04as mirroring.
00:05So, first let's render this scene by pressing F12 for Windows users, for Mac
00:09users come over to the Scene Render Context and click the big Render button
00:15in the Render panel.
00:17Then switch back to the Material settings to expose the Ray and Mirror
00:22Transparency settings that we're going to go over in this tutorial.
00:25In this file, I've set up some basic mirror settings and we're going to explore
00:29mirrors a little bit, as well as mirrors in combination with transparency.
00:35First of all, I need to remind you that in order for any of this to work
00:39you need to enable Ray Tracing as part of the scene Render settings and now let's go
00:44through each material in order.
00:47First, we have the monkey here, Suzanne.
00:50She's reclining on the cube.
00:52Notice that she is fully opaque and she's not transparent and she's
00:56not reflective.
00:58That means she's only going to be able to reflect the light around her.
01:02But she is pretty specular.
01:03So she's not going to reflect the image of what's bouncing around, but
01:07she's just going to reflect the light itself.
01:09Now, the cube that she's on is reflective and Ray Mirror is set on and let's run
01:16through these reflectivity settings a little bit.
01:18First of all you can control the amount of Mirroring.
01:21Not everything is a perfect mirror.
01:23Some things like glass, plastics.
01:26They will reflect sort of the reflection, but not all of the reflection.
01:30So you can control the amount or the degree of reflectivity here.
01:35Lastly, when things reflect something, very often the reflective surface is
01:40inside the surface or in back of the surface, like a back surface mirror.
01:44So as light passes through that medium and gets bounced and then emitted back
01:49out again, there's a Fresnel effect that occurs and you can control that here
01:54with these controls.
01:55Lastly, the medium or the surface that's actually doing the reflecting maybe
02:00isn't perfectly flat and so there's a little bit of a Gloss value here that
02:06allows it to give kind of a blurry reflection.
02:09Anisotropic reflections is kind of a stretching along a tangent vector.
02:15It's a kind of a way of, if you think of extruded aluminum, very often you will
02:19have anisotropic reflections.
02:21Samples allows you to control the number of samples.
02:24So if you're doing just a draft kind of a render, you can set the samples down here.
02:30You'll get some spotting and some speckling because you haven't adequately
02:35sampled, but at least it's a lot faster.
02:38So as light bounces around and it bounces off all of these surfaces, you have to
02:43sort of set a limit for the computer in which to calculate the depth of the
02:47number of times a light ray will come in, hit the monkey, bounce off this,
02:51bounce off, back off the lamp, back off here and then come up to the camera.
02:56And so four times is generally more than adequate number of inter light reflections to set.
03:02Finally, mirrors are never perfect and as they recede off into the distance,
03:08you get to see less and less of what it is they have reflected back as they're
03:12acting sort of like as a lens, and so you can simulate that by setting up a
03:17maximum distance and indicating whether you want the mirror to eventually fade
03:22out to sky color or to the color of the material, as it recedes off into the distance.
03:27So now we have different settings.
03:29We have of course, this left wall, which shows the use of the colored
03:34material setting here in the Material panel and I've colored this to be like
03:39a yellow colored mirror.
03:41You enable that by clicking here under mirror and then setting the RGB sliders
03:45or if you want to use Hue/Saturation and Value, you can just click here to
03:50activate the HSV sliders.
03:53This mirror is fully opaque versus this mirror over here on this other
03:58backside, on the right side, is actually transparent, as you can see the Alpha
04:03is set down to 0.2.
04:05And so what we see in the background as blue is from the World settings down
04:09here, where we set up these two colors of blue to be a blend from the bottom of
04:16the image up to the top.
04:18So we're seeing, even though this is a mirror that's partially reflecting the
04:23Suzanne on the block,
04:24it's also allowing the World light to come back through as well.
04:28So, this is a good example of a good glass kind of surface.
04:33So that's a quick wrap-up to using mirrors in Blender and the different kinds of
04:38options and features that you have available to you.
Collapse this transcript
Working with transparency
00:00In this video we're going to cover the two kinds of Transparency that
00:03are handled in Blender.
00:05So what I would like you to do first is switch over to the transparency scene by
00:09clicking on Transparence, and if you press F12 to do the Render or Mac users
00:16through the Scene Render button,
00:18you should get this image of Susanne inside this semi-transparent globe.
00:23There's a couple of things to point out here.
00:25Number one, let's look at the globe.
00:27The globe has an Alpha value of 0.3.
00:30You'll recall that 1 is fully opaque and 0 is completely transparent.
00:35So at 0.3 we can sort of see the globe and it's shaded gray, with a red
00:38specular color.
00:39So as the light hits the glass, even though it's colored gray, it picks up
00:43some red coloring as the light travels through the glass and comes back out to see us.
00:48The main Ray Transparency settings are down here under the Mirror Transparency
00:52panel, and we have a couple of controls that I'd like to go over.
00:56One is the Index Refraction.
00:57That's the amount of bending of the light and the Fresnel Effect is kind of a
01:03magnifying effect that happens when light passes through bent glass.
01:08So, let's go ahead and crank those up, and now if we press F12 again.
01:14Now, under Render you can see that the image has been bent by passing through
01:18the glass, reflecting off Susanne, and then passing back out through this
01:21rounded lens, so the glass is acting sort of as a lens, and we can simulate
01:26that in Blender.
01:27Glossiness is the fact that no glass or anything that light passes through is
01:32perfectly transparent.
01:34So as we crank down the Glossiness a little bit, we can barely make out the
01:40outline of Susanne through the glass.
01:43We want to crank up the value, notice we've got some speckling going on here,
01:46and that's because not enough samples are being taken.
01:49So if we do crank down the Glossiness we want to increase the number of samples.
01:54It's going to take longer but it's going to give you a higher quality result.
01:58Now, when light passes through glass and then passes through another piece of
02:01glass and then comes back out again, there's a lot of refraction going on, and
02:05just like with mirrors there's a lot of calculations that need to happen.
02:09So this control allows you to set the number of refractions that are going to be
02:14computed and I find that 2 is plenty.
02:16As light passes through something, some of it's absorbed and then other parts of
02:21it is reflected back out.
02:22And you can control the absorption here, as well as reduce the specularity on
02:27transparent materials as the light passes through, so you get less of this
02:31red bloom.
02:32Now Ray Transparency is very physically accurate.
02:34As you can see, we can simulate any kind of material.
02:38There's readily available tables for the Index, or Refraction, for any kind of
02:42material like glass, or water, or diamonds, or quartz, anything like that.
02:48The other kind of Transparency is called ZTransparency, and that's right up here
02:53under Z. And if we have the globe selected and press Ztransparency, notice that
02:58Ray Transparency comes off.
03:00ZTransparency is very fast to compute as you've seen here, but it's not
03:05physically accurate at all.
03:07There is no real control over the bending of light as it passes through
03:11the objects.
03:12However, it is very fast.
03:14The last thing when dealing with Transparency is when you're rendering
03:17a transparency.
03:18Even though this card here is colored gray with a red specularity, it's blue
03:25in the image.
03:26And the blue that it's picking up is from the World settings, namely the Horizon
03:30blended up to the Zenith.
03:32So that's not too good because that blue color may carry over in any
03:37subsequent rendering.
03:39So what we would want to do is come to the Scene Render Settings and
03:43click Premultiply.
03:44Now when we render, when we drag over the background area here, you can see in
03:51the Image Editor the RGBA values, expressed as both an 8-bit value and a
03:57number between 0 and 1, along with the Z value, distance from the camera for
04:02every pixel in the image.
04:04And here we can see that the background has a value of 0.2 Alpha, as well as,
04:09kind of a gray color.
04:10We can now then composite this over another background matte image and some of
04:15the matte colors will come through and it'll be looking like we're through kind
04:19of a dark glass or smoky colored window.
04:22So those are the two approaches to handling Transparency in Blender.
Collapse this transcript
Using halos
00:00In this video, we're going to talk about converting a mesh, and rendering a mesh
00:04instead of a series of flat shaded surfaces, rendering them as Halos.
00:10So, if you open up the Halo file and render, then you'll get an image
00:15something like this.
00:16And this is where we've taken this globe, and in the Material settings, we've
00:20enabled Halo and a couple of things changed at that point.
00:23One is a lot of the controls here, in the Material panel change, to where you
00:28have control over the color of the Halo itself, which is gray over here.
00:33The color of any Lines, if they're enabled and we're going to go ahead and
00:37enable Lines here and so now you can see the Lines, if you rerender.
00:42And the lines are like little sparkles that come out from the inside of the Halo.
00:46And then finally the color of any Rings.
00:48So let's set the Rings to like to say a Blue color and enable some rings
00:54around the Halo as well.
00:56So, by combining these effects, and changing the Size of the Halo, you can get
01:01some pretty, wild, little designs going on.
01:04And this is all based on this sphere and just converting this to Halos.
01:08The Shaders.
01:09Instead of that normal kind of shaders that we have, you have the Halo Shader,
01:14which I guess is a sixth kind of a shader.
01:16And under Halo Size, reflects the size and the dimension of the Halo.
01:21And then the Hardness reflects how crisp or well defined the halo is.
01:26Higher values of Hardness, higher values of Density, if you will, of the light
01:33and the point source in the halo.
01:34So, at very low Hardness, it gives a soft light, and at very high hardness, it
01:40gives a point light.
01:42Now, Halos are really cool by themselves.
01:44But you can also use them to fake a glint that comes off a very high shiny
01:49surface, by compositing them over like the image of a record or a gold coin, or
01:56somebody's teeth or something like that.
01:59The number of Rings, and the number of Lines is controlled here and if you use
02:03the Star shape, the number of stars that come out, are shown here.
02:12You can also use an extended kind of an Alpha, to give a very long effect on the
02:17Halo, almost providing like a glowing energy orb, if you will.
02:24And you can use Color Rams as well to affect the color of the Halo across
02:29its dimension.
02:31So, that's a little bit about the Halos that are available in Blender, as a
02:35special kind of lighting and shading technique.
Collapse this transcript
Simulating with Subsurface Scattering (SSS)
00:00One of the holy grails of rendering and shading is skin.
00:04Peaches, watermelon, grapes, anything that has a semi translucent material
00:10surface, and then some kind of meat inside of it and that meat takes some of the
00:15color and then reradiates that color back out through the skin to the camera.
00:20That's called Subsurface Scattering or SSS.
00:24We'll call it SSS.
00:24That should be easy enough for me to say couple, dozen times.
00:28So, any objects, like specially organic objects have this skin and in order to
00:34simulate that effect, Blender recently got an upgrade to its material system,
00:39which we'll link to over here, and I'll make it a little bigger.
00:43In the SSS panel, under Links and Materials, we have all the normal material
00:48settings and then we have this SSS panel.
00:52So we have the normal base color of the surface and the specular color.
00:57We used to have to use Ramps to get this effect, but now SSS is very accurate.
01:02First of all, you want to enable Subsurface Scattering here for this material.
01:06Next, you're going to want to make sure that you've enabled Subsurface
01:09Scattering as a render pass here in the Render panel, so that the pass is taken on.
01:15It does take quite a bit of compute power.
01:17So if you're doing temporary renders, you might want to turn that off for all of
01:21the objects in the scene, just that one place and then turn it back on again,
01:25when you're ready to do your file renders.
01:27Now, SSS takes this base material color and then adds in a couple of presets,
01:33one is for chicken, chicken has a yellow fat underneath the skin, to make it
01:38kind of yellowish looking.
01:40Cream, if you look at cream in your coffee, it's got like a white scattering
01:43underneath the surface.
01:45Ketchup is obviously red.
01:47Marble has a stone color, depending on the color of the stone underneath a
01:52clear, like a quartz surface as well.
01:55Potatoes, skim milk, I'm getting kind of hungry here, but skin, we have two
02:00settings for skin, Skin 1 and Skin 2.
02:02I've used Skin 1 here as a setting and whenever you click these, all it does is
02:06it loads up a couple of different presets for you.
02:09So the main thing is this color effect and this is kind of a brown kind of a
02:14murky color, so like somebody who has a really great tan.
02:18Then the control here sets the amount or the degree of influence that this color
02:24from underneath affects the overall skin tone that you see.
02:29So if I crank this up to 1 and do a render, you can see that Blender makes
02:35two passes.
02:36One pass is that white shade, which says okay, based on the angle of the skin,
02:44relative to the camera and the thickness of the object at that particular point,
02:49how much Subsurface Scattering would occur and then blends in the amount of
02:54color on to that surface.
02:56So for just a very slight effect, as if the person had, let's say, thick skin,
03:02there's not too much of an effect, but still enough to give you those highlights
03:08that you get from skin as well as then when you look at it from the side or more
03:12of an angle, you get more of a darkening kind of a color.
03:15Now, there is a couple of different effects that go on with
03:18Subsurface Scattering.
03:19One is called Front side scattering, and the other is called Back side.
03:22So if you hold your hand up to a very bright light, where the light is in
03:26back of your hand, you'll see some red color coming through, because it's
03:30passing through the blood.
03:31That light is picking up the color from that red blood and then it's coming out
03:34through the front of your skin and that's called Back Scattering.
03:38So these two controls allow you to vary the amount of front scattering and back
03:42scattering that you want to occur.
03:44Also, skin and as like with all semitransparent materials has an Index
03:49of Refraction as well.
03:51Then the relative size of the object in Blender units is indicated here for both
03:56transmitting the red, green and blue.
03:59Different surfaces absorb, those different wavelengths to different degrees.
04:05So in this case with skin, the red and the blue travel pretty far, because
04:10that's purple, the color of blood, and whereas the green doesn't travel very
04:13far at all.
04:14So that's Subsurface Scattering, how to use it, how to enable it and what it
04:18does for you in trying to make a photorealistic render of something that is
04:24an organic surface.
Collapse this transcript
Applying textures
00:00Now while our base material color and Subsurface Scattering and all that is
00:03really cool, what really makes things believable in the real world is that they
00:08have textures to them.
00:09It can be caused by growth or age or wear and tear and imperfections is
00:14what makes things really believable and makes them real, and textures is
00:17how it's done.
00:18Now texture is a huge and well- established feature set, so don't expect to
00:23get it instantly.
00:24There are a lot of different connotations and things that go along with it.
00:29So we're going to break it down step- by-step to show you the essentials.
00:33A texture effectively is a pattern or something that overlays the base material
00:39color and affects the base material somehow or in some aspect.
00:45So let's start off with the simple example.
00:47We're going to turn off these textures.
00:49In Blender, the material textures are controlled just the way I just did, by
00:54establishing, selecting a texture channel and then clicking Add New.
00:59Then that adds on the texture channel and now you have control over how you want
01:03take in the texture and how you want to apply it or map it to something else.
01:09So I'm going to drag these panes over here, because I normally think of them as
01:12the texture, how you map it and then what you map it to.
01:16Of course, the Preview tries to keep everything updated on what the current
01:19material looks like.
01:20To disable the texture temporarily, just click the checkbox there to disable it.
01:25These textures layer on top of one another as I mentioned.
01:28So here in the Texture control you can change the order in which the textures
01:32are applied, because all of these textures we'll later see are layered on top
01:36of one another.
01:37So what's a texture?
01:38Well, if you come down here to shading and textures, you get a list of all the
01:42textures that are in the file.
01:44So let's click on Clouds.
01:46Here is a simple cloud texture that we've used.
01:48We're going to go ahead and arrange them like this because this is the way
01:51I like to present it.
01:53First of all, you have the kind of textures.
01:56There are two basic kinds of categories of textures in Blender.
02:00There is procedural textures and then there is image-based textures or some
02:04people call them bitmap textures.
02:06Procedural textures are generated by a math formula.
02:09So here we have Clouds.
02:11Clouds is probably the most common texture used in the CG industry, bar none.
02:18All it does is it adds some random puffy kind of variations to something.
02:24So here when we click Clouds, we get a couple of other control panels.
02:29The control panel for each kind of texture is different.
02:33So it's going to take a long time to go through each individual one.
02:37I'm going run through Clouds and probably one other and then let you explore
02:40the other ones.
02:41The controls for Clouds says okay, what kind of clouds are we going to generate?
02:45Are we going to generate the kind of default clouds, black and white clouds?
02:49Are we going to do color clouds or some soft noise?
02:52Are we going to make it really hard noise?
02:55So if we were like doing random variations on color and side of a colored
03:00glass or prism or something like that, we would want to use something that
03:04looks like this.
03:06Normally, we just use default soft clouds.
03:08We can change the size of noise and the distinction of what it looks like here
03:14and the Preview shows you what this procedural generation would look like as
03:18well as a whole bunch of different algorithms that are used to calculate where
03:23is a white pixel and where is a black pixel.
03:26Different kinds of textures apply to different kinds of objects.
03:30There is probably some reference material you can look into, like here I was
03:34doing an insect wing or a butterfly wing.
03:37Then I would want to use the Voronoi Crackle Noise Basis to define where those
03:43surface imperfections are in this case, cells should be.
03:47Finally, then when we get into Colors, we can color these textures right here
03:52in the Textures panel.
03:53If we color this green, this is a standard Colorband ramp.
03:58So we can change the color here to red.
04:01Now we have kind of a red cell wall kind of a texture that we can lay over let's
04:06say a pumping heart or something like that to make it that much more believable.
04:11So this is an example of the cloud texture.
04:13The next texture is a marble texture.
04:17Here is marble.
04:18If you look at a piece of marble on your countertop or even if you looked up
04:22in the cloud and you saw a bunch of cirrus clouds in the sky, banding across
04:26the top of the sky as an upper atmosphere kind of disturbance, you get this
04:31kind of marbling effect.
04:33So once you select the type of texture, no matter what kind of Procedural
04:37texture it is, then you get at least one panel that gives you some control over
04:41all the settings and then adds on all the colors if you want.
04:45Colorband, you could add on let's say shades of colors.
04:50So we could add on another color in the middle here.
04:53Let's say I give it a red.
04:55Now we get some neat really color banding that goes along between each of the
04:59different colors of this Procedural texture.
05:03Then this texture is applied then somehow to the base material.
05:07How is it applied?
05:09I'm glad you asked.
05:10Well, this Voronoi texture now, which is really kind of misnamed, because I
05:14changed it on the fly.
05:15So I'll just come back over here and show you that we have a little auto thing
05:21to auto-name this Cloud texture.
05:23It's still the cloud texture, but it's using a different basis called
05:26the Voronoi.
05:27So I'm going to go ahead and change this to a Crackle.
05:31Now when we come back over to the material, now how is this applied?
05:35Well, let's look at what it affects.
05:37In the Map To panel, we see all of these different controls here, and I'm just
05:41going to quickly run through them.
05:43One is this texture can affect the color of the material.
05:47It can affect the normal of the material.
05:49Normal is when light hits something and it bounces off of it, what angle does
05:54it bounces off of.
05:55So you can see that by applying this black and white texture to this surface,
06:01we make the surface up here to have these little bumps and ridges where the
06:05texture is.
06:07We can also apply it to the specularity, which means that the specular color
06:11changes according to the texture.
06:14The amount of ambient light is affected by and controlled by the texture, and
06:19the hardness and the mirroring and indeed even the transparency.
06:23So if we wanted this to simulate a black line's drawing or cracks on the surface
06:29of a piece of glass, we could map this to Alpha as well as Emissions and we can
06:34even use a texture to displace a surface namely, move it and bend it physically.
06:40So that's what the Map To is basically, right here.
06:43Finally, if it affects color, then we can also indicate the color that's
06:47affected right here in this RGB panel area, and the degree to which the color is
06:53affected right here.
06:54If we want this texture to mix with the base color, then we set the Color slider
06:59down to something here.
07:00So let's go ahead and pick a color texture and go ahead and enable it.
07:05That was that marble texture that I played with before.
07:08It's going to affect the color by 50%.
07:12So the base color of the material is this pink and we're going to be adding in
07:16this cyan and everything else on top of it.
07:19The next thing I'd like to cover in this essential video is just to make you
07:23aware that there is a bunch of inputs now.
07:26So now the texture is mapped spherically according to the original
07:29coordinates of the surface.
07:31If we wanted to map it to another object, let's say an empty that was placed
07:37somewhere, then the starting point for the Procedural texture would be altered
07:42according to the location of that object.
07:44Most of the time, textures are mapped flat, which means that the X and Y
07:50coordinates are directly mapped onto the surface of the material, but you can
07:55also change the size or the number of times that texture is repeated across
08:01the surface.
08:02So let's go ahead and change this to 1 by clicking in here and typing 1, Tab,
08:071, Tab, 1.
08:10Notice what happens when we re-render over in the window.
08:15Now you can see that the texture is much broader and more spread-out.
08:19This looks now like the monkey here was made of brass and it's starting to
08:24be corroded or made of copper, I guess, copper turns green with corrosion
08:28over time.
08:29So the texture is repeated only one time across the surface, instead of three
08:36or four or five times.
08:38So by altering the size here, we control how fine-grained the texture is and
08:45how detailed it is.
08:47So that's textures, texture channels, and how they are mapped input and mapped
08:53to the surface that they are applied to.
08:56There are textures for materials as well as, and I should point out here,
09:01textures for the world.
09:03We talked about world textures, angular maps.
09:05In lamps, under lighting, I talked about light textures and using that cloud
09:10texture break up and make the light a little bit more uneven, as well as
09:15brushing when you are doing sculpting and painting, you can have brush textures
09:20that define the kind of brush or the kind of tool that you're using.
09:25Textures then for that reason are a separate subcontext under the shading
09:29context, but they are all accessed from this one place.
Collapse this transcript
Mapping image textures to an object to create a decal
00:00In this video let's go over how to map an image texture to an object.
00:05So start out with a square here and as you can see we have a basic gray
00:10boring material.
00:12If we expand on the texture side, we see that there is a default anti-texture
00:16already mapped according to original coordinates to color.
00:21What we are going to do is change that and map that to an object but first we
00:25need to add that object in 3D space.
00:27Let's go ahead and position our cursor to be in front of the box and press Space
00:34> Add > Empty and let's change the name of that Empty to Decal by typing in
00:39Decal here in the Object field.
00:42That renames that empty object to the Decal.
00:45So, selecting the box again now, we can map our texture to that object by
00:50clicking Object and entering the name of the object in the Object field, which
00:55in this case is Decal.
00:57If whatever you typed in, the field is now red or blank, it means you either
01:01typed in the name wrong or typed in the name of an object that doesn't exist.
01:06So check your capitalization, check your spelling and like that if Blender
01:11ever like refuses to take your entry, it's probably just some minor
01:14misunderstanding like that.
01:16Now, let's go ahead and assign our texture by loading in the image.
01:22So if we come over here to the Texture buttons.
01:25We have our Texture channel but Blender doesn't know what kind of texture
01:29you want to pick.
01:30So let's go ahead and pick image.
01:31What we are going to do is load up an image of my daughter from the library that
01:36is a transparent image and has an alpha channel.
01:40So if you click Load over here, a panel pops up that allows you to pick
01:43the image.
01:44So let's go ahead and select the image from the library.
01:48So what we want to do is we would navigate up one directory, then click on
01:52Library > Images > People > Rebe > balloon premul.png.
01:59I have been talking about alpha channels and like that and the PNG format
02:02supports the alpha channel.
02:04What rolls in over here, then gives you a little preview of just her with
02:08her favorite balloon.
02:10By default an image can be a still, a movie or a sequence of images.
02:14In this case, it's just a still image.
02:16That's 640x480.
02:18We are going to use the Alpha channel of this image and we are going to extend
02:22the colors of the image outward instead of doing the normal repeat.
02:28That takes all of these border pixels and instead of repeating the image and
02:32tiling it across the surface, it only uses it once.
02:34So now that we've set up that, we can also show the image with Alpha preview,
02:40which shows a checkered background where the image is transparent.
02:44So now when we comeback over here, let's go ahead and remap this image to the
02:49color and now when we do a render, we see not just the front of it but also now
02:54the picture of her over here.
02:57If we roll ahead and move this object, like slide it over to the other side of
03:01the cube, that Decal follows that Empty and it's mapped and then shown on the
03:08surface wherever that empty happens to be.
03:10If we raise it up, that stretches it off the center and tries to map the image
03:17as a Decal onto the surface of that cube and that's how you do a Decal.
03:21You can scale the empty and/or scale the image using the size controls here in
03:28the Material Settings.
03:30Go ahead and change that to a square.
03:33If we change the size, it changes the size of the image or we can also in this
03:37case, scale the empty down and that scales the image down as well.
03:43We can also rotate the Empty.
03:46By rotating it, we are rotating the image and how it's mapped onto the surface.
03:51Now, if you get to moving this object around, the Empty is not going to follow.
03:55So we want to use parenting here.
03:57In this case, we want to click the Empty and then Shift-click the cube and then
04:02press Ctrl key to parent the Empty to the object, so that no matter where we
04:08move this object around, the Decal stays in the same relative place.
04:14That's how you map an image as a Decal to a surface of another object.
Collapse this transcript
UV unwrapping
00:00UV unwrapping is the process of applying an image to a mesh in a very certain or
00:07prescribed order according to the faces and it allows you to actually paint on
00:11the faces as you would paint with paintbrush.
00:15So we are going to open up flowers from Big Buck Bunny and select a flower and
00:19navigate our way through the panels to find the Material Shading panel and
00:24select the petal color.
00:26Go ahead and minimize up the rest of these, so we are not going to focus on them.
00:30I'm going to try to focus on the Texture panels here and if you look at the
00:34blend inside, you can see that the texture here, which is a color band blend
00:43of this brown color,
00:45it's applied according to the UV coordinates of the flower.
00:50To see what those UV coordinates are, we need to go ahead and tab into Edit Mode
00:55and over here in the UV Image editor, we see the UVs for this particular petal.
01:01So we can click on a petal, go into Face Mode and select the linked petals by
01:09pressing Ctrl+L after, we select one of the faces of that flower petal and over
01:15here, we have the UV layout for this particular petal.
01:19So each face in here corresponds to a UV space over here.
01:26This is the way you map a 3 dimensional object to the 2 dimensional image that's
01:31loaded up over here or just any kind of 2 dimensional way of really controlling
01:36the way and the direction in which a texture is applied to the mesh.
01:42So in this case, that brown color band is applied with a certain veining on this
01:48vertical orientation of the UV.
01:51We call it UV because we didn't want to use X and Y. The U and V coordinates
01:56refer to the X and Y axis if you will of the image.
02:01So that each pixel of the image that occurs on this surface of this leaf, maps
02:08to some other face of the image or whatever texture is applied.
02:13In this case, for this Blend inside, we are using a color ramp blend texture.
02:19So these colors are mapped according to the UV to the surface of the petal and
02:25that's how Blender knows what color to put where.
02:28It's just another mapping technique.
02:30So, we are going to go ahead and select all the petals and then we can unwrap
02:35them ourselves by pressing U. That brings up the UV calculation method and
02:40there is a couple of different UV calculation methods, one is which to just do
02:45an unwrap and then it just unwraps all of these and throws them over into this space.
02:50The best way that Blender can figure out and that's called Conformal Mapping and
02:54it's actually a very advanced way of figuring out how to take this 3D shape and
02:59map it to a 2D space.
03:01We can then press A to select all of the UV vertices and then press R to rotate
03:07it into whatever orientation.
03:09We can also scale and G for grab to move them and orient them however we want to.
03:16If we wanted to use an image of a real petal, we could just overlay then load
03:20this image in as a background and then Blender could use these UV images to
03:27map those colors from the petals of the real flower to the petals of our
03:31virtual flower.
03:32The number of UV textures that are applied to any particular mesh is found in
03:37the Editing Context on the Mesh panel.
03:40There is a list right here of the UV textures.
03:43If you only have one UV texture, you don't need to bother typing in the name UV
03:48text over here in the materials where you apply it.
03:51Just simply clicking UV tells Blender okay, I'm going to go ahead and use
03:54that UV texture.
03:55So there is only one.
03:57Otherwise, to be exactly specific, you would want to type in the name of
04:01the texture.
04:02Then you can have multiple mapping coordinates and it gets a little hairy, but
04:06for right now, we can just specify that one UV texture is used to map whatever
04:12texture is applied to the surface to give the additional coloration.
04:17Most often times, UV textures are mapped to color but you can also map them to
04:22normal to do that bumping or to specularity to for example if this was the face
04:28of a person, then you could map it to specularity and then that would control
04:33exactly where all the shiny areas are on somebody's face.
04:36So that's the essentials of UV unwrapping of how a mesh object can be unwrapped
04:41onto a flat surface by pressing U in the Edit Mode and then pixels in the UV
04:47area are mapped to the mesh surface, so that when you do the image, you get the
04:52appropriate mapped image.
Collapse this transcript
Applying multiple materials to a single object
00:00Here is an example of using multiple materials to color a mesh.
00:05We have an example from Big Buck Bunny and here is a clump of flowers that have
00:10been modeled and textured and they are shown here in 3D view.
00:14If we select any of the individual flowers, we see that it's outlined in green.
00:18That tells us it's a group of different objects and if we come into the
00:23materials shading context, scroll this over a little bit, we can see that this
00:29one flower consists of three materials.
00:33The first material is a yellow, which is called the button.
00:36The second is the leaf and the third is a pink petal material.
00:42Now, each of these materials can be in turn just a single, simple material or
00:48they can have all of the different texturing that's available.
00:52So as you can see with this pink petal material, there is all of these
00:57texture channels.
00:58These seven texture channels then combine to make the net result that we see
01:03here and the net result when we render.
01:08So there is a nice little bouquet of flowers.
01:10If you want to give your own special one a virtual flower, just go ahead and
01:14open up that file and render it.
01:17So, each object in Blender can have multiple materials just like we saw
01:22with Captain Knowledge, as well as, now with these flowers, and you cycle
01:26through them like that.
01:27Now, you assign different parts of the mesh to have different materials by
01:32tabbing into Edit Mode and then selecting the faces that you want to have
01:37the different colors.
01:38So we are going to go ahead and here click on Face Select Mode.
01:42If you come over to a particular material that you like, let's say the third
01:47material, I'm going to deselect all of these.
01:50Now, when you press Select over here, Blender selects the faces of the object
01:55that have that particular material assigned to them.
01:59We can cycle through and let's say here is the green, we can select it again.
02:04Then if we wanted to know a particular face, what material it was assigned
02:09to, all we need to do is click the question mark here and then Blender will
02:13cycle through all of the available materials and tell you which material that
02:17particular one is.
02:19If we want to add on a new material, let's say we wanted to change the
02:23variation of the stock or something later on or further down here, all we need
02:27to do is click New here and then that adds on a fourth material on to this very
02:32same mesh.
02:33The name of the material is shown here, as well as, then over in materials
02:38where you have full control over all of the colors and aspects of the material,
02:43as well as being able to cycle through the materials here, so now I can cycle
02:47back down through.
02:48When you add on a new material Blender goes ahead and copies the current
02:52selected material as kind of the basis for you to start from.
02:55So, our fourth material is exactly the same as the yellow except that it's named
03:01.001 as indicating that it's a clone of this yellow button color.
03:05Once we get done defining this color, then we need to go back over here into
03:09Edit Mode and select the Faces that we want to have that new color and then
03:15assign by coming back to the Edit panel, then clicking Assign here to assign
03:20those faces to this new color.
03:23Now this part, this time is going to be colored yellow.
03:26That's how you assign multiple materials to the same mesh.
Collapse this transcript
Painting in 3D
00:00Blender offers texture painting, which is painting in three dimensions.
00:03It's as close to painting a real object as you will ever get on the computer I think.
00:08It's a special mode within Blender and in the 3D view here, we switch to
00:13Texture Paint.
00:15When you do that, a couple of things happen over here.
00:18One is a Paint panel comes up which allows you to draw, soften or smear a color
00:24with brush controls and brush patterns and textures and allows you to have a Mix Brush
00:31where you mix your colors in with the existing colors or to Multiply,
00:36Darken, Erase and then Add Alpha too.
00:38So, you can actually paint holes into the surface that you are painting and
00:43you know to paint, your cursor changes to a paintbrush and you just start painting.
00:48Now, what's happening over here in this window is that each of these petals,
00:53each of these five petals of the flower, are all mapped to the same material.
01:00So they all have the same texture and the only texture that's active is
01:05this BlendInside.
01:07And all I have done is I have made some minor modifications to the flowers that
01:11are in the BBB DVD. This isn't my work.
01:14This is the work of the Big Buck Bunny crowd.
01:16This texture is mapped to UV, through the UV Texture coordinates and it's mapped
01:21color and it's mixing that color in 100%.
01:25So it's actually going to override any base color of the petal.
01:29So since each petal is mapped to the same texture, any changes I made to one is
01:35instantly reflected in the other four.
01:37And the other thing that's going on is over here in two dimensions based on the
01:43UV texture and I'm just going to go ahead and switch into Edit Mode right now
01:47and select a petal and then Ctrl+L to select all of the faces of that mesh.
01:51You can see that this petal maps with the UV coordinates to this area of
01:57the image and this image is actually an image file that's saved over here
02:02and is called flower.tga and I'm saving in the Targa format which supports
02:06the Alpha channel.
02:07So, when we are over here in Texture Paint Mode, I'm going to switch back here
02:10to show you the panel.
02:12As I'm painting, I'm just painting in three dimensions here with my little brush.
02:16I have got the white color.
02:17It's a very small brush.
02:19The other neat thing I can do is change my brush color.
02:23I can also sample on a picture of an actual flower if I had an actual flower
02:27picture over here I could actually sample.
02:29Maybe I'll change my brush size a little bit, make it a little less opaque,
02:34increase the Falloff.
02:35These Ps here is if you are using a Wacom tablet and you want to use pen
02:40pressure sensitivity, you can enable that and then as you are painting with your
02:45tablet in 3D, then the strength and this control is affected by how hard you are
02:52pressing on the pen.
02:53I can change into Airbrush Mode, which means it continues to spray as long as I
02:59hold the mouse down.
03:01I'm just trying to make a little pretty design.
03:03Then the other thing that's kind of cool is you can come over here and at any time,
03:07 you can save your updates just by doing an Image > Save and then that
03:10will save it back out.
03:11I recommend that you save your images to your library file, under image textures
03:16and we'll probably call it new flower petal.
03:18But now over here, if I press N, I can see that I can actually paint a movie as
03:23well or if I come over here and I enable my image painting, now I can switch
03:30into my image controls and look at my Paint tool and say paint in red.
03:39Now if I paint the image over here, look what's happening over here.
03:43So I'm making a really pretty little variegated.
03:46So, I can paint in 2D just like I can in Photoshop or whatever. Paint a 2D image
03:51over here and have Blender automatically map this image through these UV
03:56coordinates and the UV coordinates I should mention are right here under the
04:01Mesh panel, under UV Texture, this is the one that's active.
04:05So it's mapping this image here to the three-dimensional object over here and
04:11that's texture painting in Blender.
Collapse this transcript
Using bump maps
00:00Within the world of textures, there is a special kind of texture called a normal
00:04texture, or what's also known as a bump texture, and here we have an example of
00:09a brick texture that's shown.
00:11In a normal texture, or a bump texture, the red, green, and blue channels
00:17indicate the direction of the shadow that would normally happen or the direction
00:21of the bump that would normally happen.
00:24So when the light hits it, it looks like it's bumpy, based on the certain
00:28direction of a light that would have normally have hit it.
00:32So that's called a normal texture, and right here, I have a normal texture that
00:37I generated by baking the actual brick pattern.
00:41If you press Render, you get a very interesting kind of image.
00:45You are apparently looking at a wall of bricks, and the top of the brick here is
00:49kind of brighter, because that's where the sun light hits it, and then it falls
00:53across the face of the brick, and then underneath is a shadow line where there
00:57would be a shadow from the sunlight casting a shadow from the brick being
01:01outside from the mortar.
01:03Now the reason it's colored like this is all in the texture mapping.
01:08This is actually just a flat plain that has this texture mapped to it.
01:13So if we come over here and select the texture, we can see that the first
01:17texture is this normal texture, which is in fact just an image that I took by
01:21baking the brick texture.
01:24And you can see there is color blue, and green, and red in places, to
01:28reflect where and how the light would change as it falls across the surface
01:33of the brick.
01:34In this case this is a standard image texture.
01:38The next texture is a cloud texture that I've mapped to color, just to give some
01:45red or black variation to the image, but the first one is the normal.
01:49What's different here is that we have mapped this to a UV coordinate, which is
01:54the UV texture, so I have unwrapped this plain to UV texture.
02:00And I've clicked it to map to the normal, so that it effects the normal, and
02:04you control the amount of effect that this image has over the bumpiness of this
02:10surface, through this slider right here called Normal, and I have set it up to
02:141.
02:15By default, it's a half.
02:17But if you slide this way up, then when you render, you get a very accented
02:23or augmented kind of effect, which you may or may not like or you may or may
02:28not consider better.
02:30The Normal effect or Bump mapping has both a positive and a negative.
02:35The first click enables the texture to apply to the normal in a positive manner.
02:41Now because of the way this image was set, to me, this looks like the mortar is
02:46outset and the bricks are inset, which is a valid mortaring process, but
02:51normally, I like to think of bricks as being outset from the mortar.
02:56So by clicking this again, it reverses the bump, and insets the mortar
03:01inside the brick.
03:03The same kind of shadows apply, the same kind of apparent lighting also applies.
03:08That's how you can apply a normal texture to a flat surface to make it
03:12appear bumpy.
Collapse this transcript
5. Animation
Understanding animation
00:00Welcome to animation in Blender.
00:02This is where we are going to actually make our characters move and jump
00:05around, and as you can see here, we have our rabbit jumping rope.
00:10Now, this may look overwhelming to you with all of these channels and
00:12everything, but the principles that I'm going to teach you are exactly the same
00:17as used in making this animation, and making him do this wonderful little jump.
00:21And the secret is what's called bones.
00:24Bones in animation make the mesh deform and make it move, and so by controlling
00:30the motion of all of these bones, you then deform the mesh that we see and that
00:35is we rendered to make the final animation.
00:38To do that, I would like to introduce a couple of different window types because
00:42up until now we haven't really been talking about time in modeling;
00:46we have only been talking about 3D space.
00:49So now we have like a fourth dimension, which is time.
00:51So we have to start modeling and thinking about that.
00:54To do that, first, I'd like to introduce the timeline window, and that's
00:58indicated here by this little clock.
01:00This timeline window allows us to see and jump around inside of our animation.
01:06So for example, right now we have an animation that is 136 frames long, and it
01:11actually cycles and repeats.
01:14The menu for the timeline window is here.
01:17We can go over that.
01:18That is your basic Playback controls, and being able to set markers within your
01:22timeline within your animation.
01:23Here is your current frame number.
01:27So if I want to manually advance to a certain frame in the animation, I can do
01:31that or just click or I can also drag them to get really far away.
01:35Over here is our standard VCR controls.
01:39That's to skip back to the very beginning of the animation.
01:43That's to play the animation, pause it, to skip forward or back a keyframe, as
01:49well as then go into what's called automatic keyframing and we'll talk about
01:54that little later on.
01:56Over here is the Action Editor and the Action Editor is a whole bunch of
01:59channels that are used in animating our character and each bone or each thing
02:08that we are controlling is shown here as a channel and then there is a little
02:11diamonds here for every keyframe, or every position that we have set, where we
02:17want to control the location or rotation of something.
02:20That's something is shown in the IPO Curve Editor, which is a different kind of
02:26window that we'll be getting into that shows you the animation curves.
02:31The scaling and sizing controls and panning controls are the exact same as
02:37in the 3D window.
02:38So if I roll my mouse wheel, I zoom out or zoom in.
02:43If I hold the Ctrl key and the middle mouse button and move my mouse up and down,
02:49I'm scaling the display up and down, left and right, to show more or
02:53less of the animation.
02:55There are different kinds of animation curves, as shown here.
03:00Now we are going to be getting into some of those as well.
03:03The other thing we are going to be talking about is shapes and if I select
03:08the rabbit here, we have what's called the Shapes panel that allows us access to
03:13and the ability to define the various shapes of this mesh, so it can change over time.
03:20So as he is jumping rope, his belly jiggles and that belly jiggle is either
03:26controlled by a bone or through what's called a shape key.
03:30As he laughs and opens his mouth, and closes his eyes, those are all different
03:35shape keys that are defined here.
03:39The influence of each shape key is set here by selecting Shape and then for
03:45this particular shape that's selected, we show the influence of this shape on
03:51the mesh at any particular time in the animation.
03:55So for example, his left cheek gets puffy from frame 1 to frame 3.
04:04So all of these windows work together to show a comprehensive view and provide a
04:11complete animation studio in Blender.
Collapse this transcript
Keyframing objects
00:00At the basic level, what we're doing is going to be moving objects around and
00:04the purpose of this video tutorial is to show you how you can keyframe the
00:08location of objects in time.
00:11So what we're going to do is select our Animation layout.
00:14That's number 3 and I would like to use this Animation layout because it has the
00:18commonly used windows.
00:20It has the Timeline window, the Action Editor, and the IPO window.
00:27So I have these different kinds of windows that allow me to control my
00:31animation, and do my animation rather rapidly.
00:34The first thing you need to do when you're setting up your animation is to
00:37figure out whether you're going for TV, in the US, which is 30 Frames a Second,
00:42TV in the European Union, which is 25 Frames a Second, or Film which is 24
00:48Frames a Second.
00:50When you figure that out, what you need to do is come over here into your Scene
00:55Render Context and set the frames per second right here.
01:00Now, actually TV is not exactly 30.
01:04It's 30.
01:05But then you need to divide by 1.001 to get that 29.97 exact frames per second.
01:15So once you set that, then your animation output will be at this frame rate.
01:21Now, normally in Animation, we work in terms of frames.
01:25So if you're animating something for TV, and then you want to convert it over to film,
01:29and you want to change the frame rate, all of your keying will be off.
01:33That's an unfortunate side effect, but it's something you need to figure out
01:36right upfront is what's your medium and your output is going to be.
01:40You can also keyframe and frame stuff at let's say 10 frames per second, if you
01:45want something that's at a low frame rate and you're going to be posting it on
01:47YouTube or something like that.
01:49Press 1 on your Num Pad and go to Front view.
01:53So the idea in keyframing is that we move the object where we want it to be at
01:58the frame that we want it to be at.
01:59So let's go ahead and slide that over to Frame 1, just by left-clicking
02:04and dragging.
02:05Now to insert the keyframe, press I in the 3D view.
02:09Now, we have a whole bunch of things that we can key.
02:12We can key the Location of this box, we can key the Rotation, the Scale,
02:17we can key multiple of those things together at the same time.
02:20So Loc, Rot, and Scale or just Rotation and Scale.
02:23So let's go ahead and click and add those channels.
02:27The location, the rotation, and the scaling.
02:30Down here in the IPO window, a couple of neat things happened.
02:34One is we have these pretty little colored lines, but we have some channels over here.
02:40We have the location.
02:41So there is actually three channels that control the location of an object,
02:44in 3D space.
02:45Namely, the X, Y, and the Z Location.
02:48Same with Rotation, and same with Scaling.
02:51You can see that each curve is a different color just to visually help you
02:55distinguish between the different channels.
02:58So then what are we going to do is we'll jump ahead.
03:00So we're going to press the Up Arrow on your keyboard and that jumps you up
03:04by 10 frames.
03:06So we'll go up three times to go up about a second in our Animation and then
03:11let's move the box over here, spin it around a little bit, and scale it up.
03:18If I press 0 and look through the camera, because it's all about the camera and
03:22making sure things in view in the camera.
03:24We can see that the camera still captures it.
03:26Pressing 1 on our Num Pad brings us back to front view, and now we're going to
03:30go ahead and press I again, and Blender remembers that we last selected Loc,
03:35Rot, and Scale from the menu, so our cursor is automatically positioned there.
03:38So all we need to do is click.
03:40That adds a second key.
03:41Now, as you can see here down in the IPO window, I'm going to just go ahead and
03:46scoot this up a little bit,
03:47so that for teaching purposes you can kind of see that these curves now have
03:53gone from a value of 0 which is shown over here on your Y axis of this grid,
04:00up to a value of 1 at frame 31.
04:04Now, as we arrow back, we can see in 3D view that the Location, Rotation, and
04:10Scale of the box follows and is mapped to these curves.
04:16That's why this is called the IPO window, because it's short for interpolation.
04:21What Blender is doing is it's interpolating,
04:24it's computing,
04:25what the value of the Location and Rotation of the cube should be based on this curve.
04:31So if we just take one curve, let's say the location X curve. We're just going
04:37to click on that channel, and then the other channels are hidden from view.
04:41We know those channels are there, because there is a little colored icon next
04:44to the channel name.
04:46Here we have the curve and if I right -click on the curve, I can edit this curve,
04:50where you can see that this is a Bezier Curve.
04:54It's the same curve that we used in 3D space when we were modeling with
04:59Bezier Curves.
05:00So I can grab this handle and I can grab it and move it around and change
05:05the shape of the curve, and then that changes the interpolation that occurs
05:11between the two points.
05:12I can also work in what's called keyframe mode.
05:15So I'm going to tab out of Edit Mode and press K on the keyboard with my
05:20cursor in the IPO window.
05:23If I press K in 3D view, I'd bring up the Knife tool, which is-- I don't
05:26want to cut the box.
05:27I want to switch to keyframe mode, and when I switch to keyframes, now I
05:31have yellow vertical lines that control all of the selected channels for
05:37this particular object.
05:39If I come over here and I press A twice in the channel selection area, I select
05:46all of the channels.
05:48Now, when I can right-click on a key and move it, I change the interpolation.
05:56So now if I drop it over here, now the cube goes from the same location to the
06:01other key location, but it does so over the course of 60 frames.
06:06So that's keyframing concepts in Blender, and that's how you make an object move
06:11from place to place using keyframes.
Collapse this transcript
Keyframing materials
00:00Almost anything in Blender can be animated, including the colors of things.
00:04This tutorial is going to show you how to animate and change the colors of
00:08an object.
00:09So let's go ahead and jump over to Animation Screen layout and we're going to
00:13change from an Action Editor here to be my Buttons Window and align it
00:18vertically so that I can see it and work with it.
00:21So if we come over here to the Shading Context, let's go ahead and switch to
00:27Camera View by pressing 0 on your keypad.
00:31So we can see the cube, and press Z so we go into Shaded view.
00:34So now we have the color of the cube.
00:37Let's make it of pretty color, blue.
00:40So now, the cube is blue.
00:42Down here in the IPO window, we can switch to a Material set of IPOs.
00:49With our cursor over here, and the Shading panel, we press I. Now, we're going
00:57to insert a key not for the object Location, Rotation, and Scale, but instead
01:01we're going to key the material.
01:04So we can key a whole bunch of different stuff.
01:06We can actually key everything if we want to.
01:09For this training tutorial, I'm just going to key the RGB.
01:12So the Red, Green, and Blue.
01:13So I'm keying the R, G, and B values here. At Frame 81, the cube is blue.
01:19So if we scoot on back to frame 1, and make the cube-- Let's make it fuschia.
01:28And over here then press I and key the colors again we have, and I'm going to
01:33pan this view by holding Shift+Middle- mouse button, and then moving my mouse to
01:39the right.
01:41We have now the IPO curve for the colors and now that we can see that the colors
01:46change and as we go through and cycle through our animation, we can see in 3D
01:52view that the color of the object is actually changing.
01:56These are the exact same curve controls as before.
01:59I can right-click on a curve, Tab and there is my Bezier Handles to change
02:04the shape of the curve.
02:05I can break the handle into a vector by pressing V. I can also extend and this
02:10is a little tricky when it gets out into math.
02:13But I can also change the extrapolation type of the curve.
02:18So if I wanted just to go linearly between the two colors, I could choose Linear
02:25and now instead of it being a nice smooth curve, now it's a straight line.
02:29So now the curve changes linearly or I can have it jump from one color to the
02:34other by changing from the other kinds of Interpolation Modes to Constant.
02:38Then I can also manually set the value for any curve, either by jumping to the
02:44keyframe there and then changing the value over here in this slider, or I can
02:50edit the curve and changing the value over here in the Y value setting for
02:56that particular curve.
02:57So I can tab into Edit Mode and right- click and then set this value manually.
03:04That's how you change the colors of objects over time and animate the colors of
03:09any object in Blender by animating the material settings.
Collapse this transcript
Creating Shape keys
00:00Blender has the ability to change or morph the shape of objects;
00:05other applications call this setting up morph targets.
00:09We call them Shape Keys in Blender.
00:12What you want to do is you want to select the shape, select the mesh that you're
00:17going to be changing the shape of, and go over here into the editing context.
00:22You'll have a Shapes panel.
00:23Sometimes it's hidden or tabbed to other panels, but I've broken it out
00:27separately here for training purposes.
00:29What we want to do is add the Shape Key, and the first Shape Key that you add
00:33is called Basis.
00:35You have Relative and Absolute Shape Keys.
00:37We almost always use Relative Shape Keys because the location of each vertex is
00:42saved relative to this Basis Key.
00:46We can define this key as in 3-D view to always show the Basis shape, or
00:52whatever shape we have selected.
00:54We can also mute shapes, so that they don't take effect, so if we're just doing
00:58some testing or whatever, we can just mute out the shape if we don't want to use it.
01:03So to setup a second shape key, we just add another Shape Key and we're going
01:08to go ahead and type-in what the name of it is.
01:10In this case, we're going to make Captain Knowledge breathe.
01:12So we want to name this key Breathe.
01:15This will be the shape that he takes when he's expanding his chest.
01:19So this is his normal posture.
01:21So we're going to tab into Edit Mode and use our Proportional Editing tool by
01:26pressing O and selecting some of those chest vertices.
01:33In side view 3, go ahead and draw them out, G, and move them out.
01:40His jaw is going to move a little bit too, because as you breathe, you're moving
01:44your jaw to suck in some air.
01:46I'm going to scroll this down a little bit, just rises up as he breathes.
01:51Now this is very important. The shape of this Shape Key is locked in when
01:57you exit Edit Mode.
02:00So when I press Tab now, that Breathe Key is locked in.
02:04Right now it has 0 influence, but if I slide the Influence slider over you can
02:09see his chest moving.
02:14So that's how you add a Shape Key.
02:15You can switch back to the Basis Shape Key or any other Shape Key here by
02:19selecting it from the slider.
02:21So that's how you create all the different shapes for your character.
Collapse this transcript
Creating Facial Shape key animation using reference video
00:00The big use of Shape Keys is also in facial animations and what we have here is
00:05some reference video and reference video is essential when you're trying to do
00:10face shapes in any kind of animation.
00:12It's very helpful to look at some real footage.
00:15If you press N here in the UV/Image Editor, you see that this is setup for a
00:19movie and we're going to click Auto Refresh here
00:21so that every time we change a frame, it changes the frame in the movie.
00:26Now, we can come down here and click Play and we can see how the shape of
00:31the face changes.
00:32Notice the jaw comes down, and the eyes light up, and the eyebrows move,
00:37and there's lots of different motion going on here as she in this case says
00:43the letter A.
00:44So we're going to press Escape to stop that from playing, and this is also the
00:48way you can watch reference video right inside Blender.
00:51So then we want to mimic this timing and shape of that word as she's saying
00:58that word in here.
01:00So we're going to add a Shape Key, going to call it A, and this is the shape
01:05that the mouth and the face will take when you say the letter A. So I'm going to
01:10go ahead and edit this now to open the jaw, turn off Proportional Editing
01:17because I'm doing some pretty fine controls.
01:20Take his lips down and I think you guys get the idea.
01:28I don't think you need to listen to me
01:30point and click for a-half-an-hour.
01:33But Shape Keying can be very tedious and you should know that it takes quite a
01:37bit of time to get a realistic but good looking shape of all the different
01:43things that are going on, when somebody says a particular letter.
01:48Anyway, after you've edited the shape of the mesh to be as you want it, then
01:54you lock in that Shape Key, by having it active over here and tabbing out of Edit Mode.
02:00Now, we can see as we slide our slider that he's opening his mouth to say the
02:07letter A. That's how you do facial animation in Blender.
Collapse this transcript
Animating by combining Shape keys
00:00So now in this video, we are going to combine the different shape keys into an
00:05animation using our Breathe and our A shape keys.
00:09So I have modified the Desktop layer a little bit to give us a little bit more
00:12room to work with the IPO window.
00:14As we play the video, we can see that she starts to say "A" right around
00:20frame 70.
00:22We don't want to leave her in that particular position.
00:25So now, right here, what we want to do is select the A shape, and the A shape
00:31starts out with the 0 influence right around here.
00:34So I'm just going to Ctrl+Left-Click in the IPO window, and that inserts
00:39the key.
00:40The other way to insert a key is just by moving this slider, and every time you
00:44move this slider on this frame, the Shape Key influence at that frame is set.
00:51So then as we move our Arrow key or where we use the Right Arrow key, she comes
00:57to the full A shape right around here, around frame let's say 91.
01:02So now we can slide the Influence slider for that A Shape Key all the way over,
01:07and then that sets the A here.
01:09So now our character goes from no influence on the A shape, all the way up
01:16to full right here.
01:18Now she closes her mouth right to there, so we are going to go ahead and slide
01:22the slider back down again.
01:24So now we have our virtual character matching the human in terms of timing for
01:30when they say the A.
01:32Now the breathing has to be coordinated, because you need breath in order to say
01:37A, and you can't say A while you are breathing in.
01:40So we want a fully expanded chest right around here.
01:44So we are going to select this Breathe channel, and I'm just going to go ahead
01:48and Ctrl-click on one right here.
01:51And now this Breathe is fully influencing our shape, and normal breathing you
01:57take about one breath every three seconds.
02:00That takes about one second breathe in, one second to breathe out, and then you
02:04have like a one second rest in between.
02:07So we are going to backup by 30 frames by pressing the Down Arrow three
02:11times, and then wherever the green bar is intersecting to the 0, we just go
02:16ahead and click.
02:17Now our character breathes in, and then start saying the A shape.
02:24And I'm going to go ahead and Shift- click on A so we can see both of those
02:26curves, and we can see how they interact.
02:31And then finally, he is going to have to breathe out as he says the A. So I'm
02:34going to make sure that my Breathe channel is selected.
02:37You can go ahead and then you click down there, and so now he breathes out
02:41slowly as he says A.
02:43That's how you combine and use multiple shape keys together to provide an
02:48overall convincing both facial and shape key animation.
Collapse this transcript
Working with lattices
00:00A neat way to change the shape of an object is through the use of a thing
00:04called lattice.
00:05A lattice is a special kind of mesh shape that acts like a squisher that
00:14squishes another shape.
00:17And so when you use press Space and Add down here the very bottom is a special
00:22kind of object you can add which is called a Lattice.
00:25Now the lattice it looks like a square, but you can edit it like you can in the
00:30other object and make any other kind of shape.
00:32What we are going to do is tab into Edit Mode, and the shape of the lattice says
00:38how it's going to mush the other object that it's affected.
00:43So let's go ahead and press A to select all these vertices, and scale them
00:48in the Z direction.
00:50Let's say up by a 2.
00:51All right, so now we have a basic lattice shape that looks like a rectangle.
00:57Now to make this lattice affect some other object, we select that object, in
01:01this case this sphere, and we add on a Lattice Modifier.
01:07In the Object field here, we want to say what the name of the lattice is because
01:10you can have a lot of lattices in here.
01:12The name of this lattice is up here and by default it's called Lattice.
01:15So let's go ahead and name that something a little bit better called bouncy,
01:19in lower case.
01:20So when we come over here, we want to type in the name bouncy.
01:25Now by default the lattice affects all of the vertices within the sphere here.
01:30We can restrict it to only affecting certain lattice groups like if we had a
01:34face section of this sphere, then we would enter the name face here.
01:40But now notice what's happened to this sphere.
01:42And I'm going to press 1 here to go to front view.
01:45It has become an ovoid shape.
01:48Now the neat thing about the lattice shape is that as it changes shape, the
01:54object it influences changes shape as well.
01:58So if we tab into the Lattice Edit Mode, and let's select the bottom two
02:03vertices here, if we grab those and slide those notice what happens to
02:08the spherical shape.
02:09It is deformed according to the deformation that's occurring in the lattice.
02:14So by changing just a few vertices here in the Lattice, and setting a very
02:20simple shape key here, we can affect all of these vertices and the shape of
02:25this overall sphere.
02:27The other neat thing about lattices is that as you move the lattice, the
02:32deformation of this shape is relative to the location of the other object.
02:37So if I move it out of the way, the object stays in the same place but
02:44change its shape.
02:46If I jiggle this, then this is stimulating exactly what would happen like if a
02:50ball hits the ground and jiggles a little bit because it's made out of gel or
02:55it's a water balloon or something like that.
02:57The other neat thing too is then since it's relative to the object center, if I
03:01change the location of the object by pressing G, and now as I move the sphere,
03:08this sphere changes its shape as well.
03:10And as it passes through this, this is used in CG films and like that to
03:15simulate like the gravitational warp effect, or when somebody is throwing a
03:19ball, how the ball kind of change its shape, and then catches up with itself, as
03:24it accelerates and decelerates.
03:27That's a very common use of the lattice as well.
03:29So that's how you can affect the overall shape of an object by using a
03:33thing called a lattice.
Collapse this transcript
Using hooks
00:00Another very cool way to modify the shape of an object is through the use of
00:05what's called a hook that acts just like a fishhook on something.
00:10So we can select, let's say these vertices here, and I have tabbed into Edit
00:14Mode, and I've selected these vertices, and if I come down, still in Edit Mode,
00:19under Mesh > Vertices > Add Hook, I now have two options. I can add a hook
00:26to what's called an empty or to another selected object.
00:30I'm going to go ahead and click on New Empty here, and empty is a special kind
00:33of object in Blender that's really just a point in space.
00:38Now when I tab out of Edit Mode, I see that my sphere here has another modifier
00:44called a Hook Modifier to an Empty.
00:47The name of the object is here an Empty, and now as I grab and move the Empty,
00:53look what's happens to the surface of this sphere.
00:56It gets stretched out.
00:57So these vertices move along with this Empty.
01:03If I wanted to move it for a one-to- one relationship, I keep the Force at 1.
01:07Otherwise I can drag this down to like a 0.5.
01:10Now for every 2 units that I move the Empty, the vertices deform by 0.5,and
01:17this is acting like a rubber band was super glued to the top of the sphere.
01:21So that's the way you can use hooks.
01:23So now I can just animate the location of this Empty and it will change
01:28the shape of the mesh.
Collapse this transcript
Working with Vertex groups
00:00Vertex groups are handy way to organize a very complicated mesh.
00:04Here we have Captain Knowledge, and as you can see he is composed with many
00:07different parts, but he is one unified model.
00:11Over here in the Editing Context, we have a panel under the Links and Materials
00:16devoted to Vertex Groups.
00:18And Vertex Groups are a way to break up a mesh by assigning each vertex or face
00:24to a particular group.
00:26If we go ahead and zoom in on his face here, now I have Ear here selected as the
00:31default Vertex Group.
00:32If I press Select here, I'm going to select those vertex groups that are part
00:38of the Ear group.
00:40I can deselect and then change and select a different Vertex Group, let's say
00:44Helmet, and now when I select, now I get the helmet vertices.
00:49So if I want to work on just part of a model, or assign let's say I'm working
00:54on the face, and I have defined this Face group here, and I press A to deselect
01:00everything, and I press Select here, now I'm selecting all of the Face Vertex
01:05Groups, and now I can very easily work and assign the same material to those
01:10groups as well.
01:11If I don't want a Vertex Group anymore, I can delete the group, or I can
01:15create a new group.
01:17So let's go ahead and just create a new group, and call it Belt.
01:22And now we need to assign some vertexes to that group.
01:25So I'm going to select some vertex groups here.
01:27Ctrl+L selects the belt buckle, and then select the belt itself by clicking on
01:34those faces, and now we click Assign.
01:38This assigns these vertices to this particular group.
01:42And I can also then create a new group called Pants, and keep selecting.
01:49I would like Face Select Mode when I'm doing vertex groups, but you can also
01:54just switch over here to vertices and select individual vertices.
02:00And you can assign them to this vertex group.
02:05A vertex can be a member of multiple groups.
02:07So there is many different ways you can have whole substructures, and
02:10sub-groupings, and like that, you can have a hand, as well as a glove vertex and
02:15have all of these finger vertices here, all part of multiple groups.
02:21Vertex groups are essential when it comes down to telling which bone needs to
02:25apply and affect which parts of the mesh.
02:29So vertex groups are a way to manage a very complex mesh in Blender.
Collapse this transcript
Creating armature objects
00:00Armatures are the way you make characters move in Blender and in every
00:05other animation package.
00:07Armatures is a special kind of object, and so what we usually do is we add it
00:13inside the character that we're going to be animating.
00:17Now what we want to do is we want to start out with what's called the Root bone,
00:20and the Root bone is right here at the base of the back in humanoid features.
00:26Depending on the creature you're animating, I've animated game characters that
00:30are from other worlds and so you can do some very bizarre shapes of creatures.
00:35So you just have to kind of figure out.
00:37Well if I was a skeleton, where is the base of the skeleton, where does the
00:42skeleton sort of originate from?
00:45And in humanoids it originates at the base of the spine.
00:50So to add an Armature, it's very simple.
00:52We just go Space, Add and Armature.
00:55Now once we do that a bunch of different things happen.
01:00One thing is we have this first bone and the bone name, if we press N, is
01:05shown when we go into Edit Mode, and we select the bone by clicking on the
01:10bone itself.
01:13So we have the Armature overall, which is going to be his overall skeleton and
01:18then we have bones that make up pieces of that Armature.
01:22So we're going to rename this first bone to be Root.
01:26And over here under Editing Options we have now information about the armature.
01:31We can change the way it's displayed, for example, clicking X-Ray here, shows
01:35the Armature all of the time.
01:37For very complicated armatures we have Bone layer, so this bone right now is
01:42on this layer.
01:43I can move it to different layers and therefore hide it from view if I want to.
01:47I can show the bone as different kinds of shapes, either as a Stick, or as a
01:54what's called a B-Bone a bendy bone, Box bone, or as an Envelope, which gives
01:59me a little better idea of where this bone is positioned and what vertices it's
02:05influencing.
02:06We can show the Axes of the bone, as well as the Name of the bone.
02:10So these different Display Options allow you to just easier editing and
02:14easier control.
02:16To add on a new bone, we select the tip of the parent bone and just E to extrude
02:23out another bone, and then we can change this to let's say Spine.
02:29If we select the bone itself and not just the tip or the root of the bone, we
02:33can see down here under Armature Bones that this selected bone is called Spine
02:38and that's a child of Root.
02:40This means that when we leave Edit Mode and we enter what's called Pose Mode,
02:44which is very special for armatures, as we move the Root bone, the Spine bone is
02:50connected to the Root bone, so the Spine Bone moves along with the Root Bone.
02:55Now the Pose Mode changes the poses of the character.
02:59The Object Mode actually moves the entire Armature.
03:03So if we wanted to work on the armature outside the body we could just move it
03:07over here to the right, and that changes the object location.
03:11Most of the times you want to change the location of the Root bone in Pose Mode,
03:16so that any vertices that are assigned to it or any meshes that it's controlling
03:22also move along with the bone.
03:25Edit Mode is used then to actually change the length of the bones or the
03:29position of the bones, or to add additional bones.
03:33So those are the three different modes and what there are used for.
03:36So in conclusion an Armature is the skeleton that's inside a mesh that makes
03:41the mesh move.
Collapse this transcript
Mirroring armatures for bilateral creatures
00:00So as we create our armature, we are going to go ahead and select the bone here
00:05and then tab into Edit Mode.
00:07So as we work with the root bone and then we work our way up to the spine bone.
00:12What we want to do is kind of use the mesh that we are rigging for reference,
00:17and the way we can do that is come over here and Shift-click on Layer 2 and we
00:21are in Wireframe Mode, so we'll be able to see the armature and we can also turn
00:27on X-Ray up here like I talked about before.
00:30As we work our way up in the Armature, I want to note a couple of things.
00:36One is you want to put the tips of the bones where there are vertex rings, or
00:41edge loops, when we modeled the mesh so that the mesh can smoothly deform.
00:46From any tip of any bone, you can extrude out another bone to come up here
00:51to the chest area.
00:53I have created two bones here;
00:55one on the waist bone that goes out to his belt buckle and then another one
01:00out to his chest.
01:02Bones don't have to be connected to one another and we'll go ahead and scale
01:05in here on his hand.
01:07Here is his hand bone, and then we have the thumb and the pointer and everything
01:12and you can see the names of the bones showing up over here.
01:16So we have his pointer and notice now as we get into bilateral creatures,
01:20we have an issue because I'm lazy and I only like to do half the amount of
01:24work that I have to do.
01:25So what I'm going to do is I'm going to put an .L right here and as I come down
01:30the ArmHi and the ArmLo, everybody uses different names for the different bones.
01:35So you kind of get a lesson in biology sometimes when you look at
01:39somebody else's rigs.
01:41But here is the bone, this is connected to the leg bone, shinbone is connected
01:45to the leg bone and then we have the foot down here at the bottom.
01:50And what I have done is I have a toe bone, so that I can move his toes up and
01:55down but then the foot bone is the main bone that I use to position the foot and
02:00here is the heel bone just for extra control and just a little extra guiding and
02:05positioning when I get into animating.
02:08So now as we have these bones that form the left side of the body, we need to
02:12mirror them on the right side.
02:14And so we are going to go into Edit Mode and in the Front view, select the bones
02:18that make up the half of the body that we want to mirror.
02:22So we are going to do B and drag and Shift+Select, then the hip as well as
02:28the shoulder.
02:29Now, since these bones are over here as the selected bones as list, we just do a
02:35quick quality check to make sure they are all .L to mean for the left side.
02:39Now we can Shift+D to duplicate them and click in place and go to Armature
02:47> Mirror > X Global.
02:49Now what's happened is those bones that I selected and duplicated have now been
02:54flipped on the X-axis.
02:56I can G+X to move them over and line them up with the other core bones in
03:04the center.
03:05Click to drop them and now you notice that they are named Shoulder.L.001, which
03:10is the standard thing that Blender does whenever you duplicate something.
03:13So what we want to do now is to go Armature > Flip Left & Right Names.
03:19Now what Blender has done is it has taken that .L and it has changed it to an
03:23.R.So now we have individual bones for each side of the body.
03:27We can't just mirror the armature because we want the left arm to be swinging
03:31forward while the right arm swinging back as he is walking and things like that.
03:34So we need a balanced armature for bilateral creatures.
03:39And that's a real quick way on how you can do that.
Collapse this transcript
Attaching mesh to the armature by way of skinning
00:00Now we have reached the point in our process where we need to skin the armature
00:04and the skin we are going to use is this mesh and this process is called
00:09skinning, when we actually take the mesh and we wrap it around the armature.
00:13Now as we did, we have mirrored this armature so that we have bones for the
00:17left and the right side.
00:19So far, this mesh, we have been using the Mirror Modifier.
00:22What we need to do is apply the Mirror Modifier so that now the mesh has
00:26effectively doubled in size and we have vertices on each side.
00:30So that now this bone over here can control the right arm vertices and the left
00:36arm bone can control these left arm vertices.
00:40Now that we have done that, what we want to do is put this mesh under control of
00:45the armature and the way we put one object under control of another is through
00:50the parenting relationship.
00:52So we select the mesh, Shift+Right- click on any bone in the Armature, and then
00:57press Ctrl+P.We have three options;
01:00we can put the entire mesh under control of one bone namely that chest bone
01:05which is not what we want.
01:06We want the entire mesh controlled by the entire armature that as the
01:11armature goes into these different poses, it drags that portion of the mesh
01:16along with it.
01:18Once we do that, we now have four options that go back to those vertex groups.
01:24As you recall, the vertex group is a way to sub-divide out the mesh, and the way
01:28in which Blender knows which vertices to move when a bone moves is by having a
01:34vertex group that is named the same as the bone.
01:38What I want to do is have Blender guess from the envelope of the bone which
01:43vertices to include in that group.
01:46Here, if I choose this, it just creates empty groups.
01:49So I'm going to Create From Envelopes and once we do that apparently, nothing
01:54happens but recall from the bone discussion, we have these Envelopes that we can
01:59use to display the area of influence of each of these bones.
02:05So now when we Tab into Edit Mode and examine the mesh and I'm going to deselect
02:11here by pressing A. Now under Vertex Groups, instead of those helmet and ears,
02:16we now have a vertex group for every bone in the armature.
02:21And now unfortunately, we begin the very tedious manual process of making sure
02:25that Blender knew what it was doing and it did it pretty well.
02:29What I would like to do is I like to start small and work my way up to
02:32the larger groups.
02:35So I'm going to start with the thumb.
02:38So coming over here and clicking on the left thumb, I now select those vertices
02:45and now I have to zoom in on the thumb to make sure it grabbed all of the right
02:49ones and it tried but it wasn't that good.
02:53So in this case, we want the ring of the thumb and up to the first joint.
03:00So what we have to do is select only those vertices that make up that part
03:04of the thumb.
03:05Make sure we grab at least this middle edge ring and then click Assign.
03:12After we have done that, we press A, and move on to Thumb.L.001 which is that
03:20second bone in the thumb and click Select, and then that should select the tip
03:27of the thumb and as you can see, it doesn't quite do that.
03:31We need to grab maybe, just a few more around here and then click Assign.
03:36Now if I come out here to my bone and I right-click on a bone, now when I move
03:41this bone, this thumb moves.
03:44So that's what we need to do.
03:45We need to go through each bone, like the fingertips and then we work our way up
03:50to the hand and then to the lower arm and the upper arm and I usually work in
03:55one side of the body and then down the other.
03:59So I like you go ahead and keep doing that, practice on making those groups and
04:02modifying those groups to contain the appropriate vertices.
04:06Some things to look out for.
04:08If you are in here and you are modifying the pinky fingertip group and you do
04:13something like this, then you come over to the Pinky.L and you click Assign.
04:21You just made a boo-boo, because it forgot to look over here into front
04:24view, and saw that when you selected in side view, you also selected the
04:27right most pinkies.
04:29Now unfortunately, what you are going to end up with is when you move this
04:32bone, you are actually going to end up moving both pinkies and that's not going
04:37to be good.
04:38So when you get down testing, after you skin a bone, go ahead and move that bone
04:44to make sure that all of the vertices that you need to move actually move and
04:49that not accidentally some other vertices and some other part of the mesh were
04:53left selected and in fact, are being moved by the bone.
04:56That's skinning in Blender and we'll check back after you have gone through and
05:01verified and tested that every bone moves the appropriate vertex group.
Collapse this transcript
Posing a character
00:00Okay, so now we have the bones moving the armature around.
00:05If you open up this file, we see that we have each bone in Pose Mode.
00:11We can select let's say the left arm bone here and as we rotate the bone around
00:17using a little rotation widget here, we can see that he's moving his arm.
00:21So now it's time to pose him in different poses that we want him to take.
00:27Then we could let Blender figure out through the IPO Interpolation, what to do
00:32in order to get him from one pose to another.
00:35Then he can move all of the different bones, so we don't have to keyframe
00:38each and every bone.
00:40Speaking of bones over here in the Outliner view, I would like to call your
00:43attention to the fact that we have now Captain Knowledge as the name of the
00:47armature that has two major subjects.
00:52One is a series of poses.
00:55It's called Pose bones and they are all under control of this Root bone that's
00:59right there at the base of the spine.
01:01From the root bone, we have the rest of the back and the left and the right hip
01:07as well as the waist bone coming out.
01:09So this is a hierarchical tree of all of the different bones in the armature.
01:16So if you're ever looking in a file, like looking at somebody else's file, or
01:19even looking at our file, and you want to see how the rig is structured and
01:24what's parented to what and what bone controls the other bone, and you can sing
01:28that little song, then you can look over here in the armature.
01:32Also, after the armature is then the actual mesh.
01:36This says that this mesh is under control of the armature.
01:40As we look at the mesh we can see all the modifiers and all of the
01:43different vertex groups.
01:45If we're in Edit Mode, and we come down here, we can see the different vertex
01:50groups that make up the mesh.
01:54So once we Tab out of Edit Mode, you select a bone and his hands are not really
01:59in a natural position, so let's go ahead and key those bones into a pose.
02:05So what we want to do first is deselect all of the pose bones, press B and
02:11select the hand and all of the finger bones.
02:13Once we've selected those, we want to press I, to create a rotation key.
02:20Now over here in the Action Editor, we just created a whole bunch of IPO curves.
02:26If we come down here and select Pose, we can see each and every one of those
02:31IPO curves, or until you get into tweaking animation, we really don't need to
02:35worry about that.
02:36I'm just letting you know that each one of these little keys is a whole
02:40different IPO set of curves for all those different channels.
02:45It's a lot better to work with keys here.
02:47So, let's say over the course of 20 frames, and I've kind of adopted 20 frames
02:52as kind of the standard, when we get into action editing and everything, you can
02:57then control how fast these 20 frames are played back in the actual animation.
03:04So all we really want to do is identify the actual poses that the different
03:07parts of the body can go through.
03:10We're going to name this action to be Clench.L, since we're going to be
03:15clenching the left fist.
03:17What we want to do now is zoom in here, and simply select and rotate these bones
03:22into the clenched fist position.
03:28So now we're going to switch into Solid Surface Mode to see all of our little
03:33problems and issues that we thought we were doing a good job, but we still have
03:37some more posing to do.
03:39So we would just rotate the finger joints around.
03:43So now what all we want to do is assume a nice natural position for the
03:48hands, so it doesn't look like he has broken his fingers or he is holding on
03:53to something.
03:56Then also we want to check to make sure that the finger is an overly rotated
04:00into the actual mesh of the hand, like that, like his finger has somehow
04:05gone into the middle of.
04:06Ow, that looks really painful.
04:09So we want to just make sure that we've got a nice natural position, okay.
04:13Then once those are all done, we want to select them and I, to key those
04:20bones in positions.
04:22Now notice I have not changed the Hand bone here, so the two keys are connected
04:27by a yellow line and that means that bone hasn't moved.
04:30So now as we go back and forth in our animation, we can see him opening and
04:35closing his hand, from frame 1 to frame 21.
04:39This is called Posing, and that's how you do it in Blender.
Collapse this transcript
Using inverse kinematics
00:00The other way to pose your armature is through the use of what's called
00:04Inverse Kinematics.
00:05In this video tutorial, I'll show you how to set up and use Inverse Kinematics.
00:10Inverse kinematics is the opposite of kinematics.
00:13Kinematics is when you pose your character by manually positioning the bones.
00:18In this case, though, we want Blender to point to and figure out for us how to
00:25pose the bones so that the bones reach some certain target.
00:29An IK is actually a constraint.
00:31It constrains and forces the bone to behave in a certain way.
00:35The most common IKs are used in hands and feet, because instead of trying to
00:41pose how a leg moves, we can just establish an empty or any other kind of object
00:49and establish a relationship that says, hey!
00:51I want you to change this leg, however you need to, so that as I move this
00:58empty, I can move the leg and Blender figures out how to best move the leg so
01:04that the foot and leg bone and hip bone and all move to make that target.
01:10So let's right-click on the hand bone, which puts us automatically in to Pose
01:14Mode and over here, let's add a constraint.
01:16Here under the Constraints, we have an IK Solver Constraint.
01:21In here we need to enter the name of the empty or the name of the object that
01:25the bone is going to point to.
01:27So what we're going to do is right about in here we're going to go ahead and
01:33press Shift+S and snap our cursor to the selection.
01:38That gets it right down there on the bone, put down there on the tip of the
01:42hand, where your palm of your hand would be, and press Space Add > Empty.
01:48Now I'd like to name my empties based on what it is they are controlling.
01:53So if you press N to bring up the Transform Properties box, you can type in
01:58Hand.L. You can also go do it over here in the Links and Materials.
02:05When we right-select the bone, we can type in Hand.L and if you type name in
02:10right to match the case and all that, then you saw the bone shift a little bit.
02:15Now the bone and the entire armature all the way back to the root, will bend to
02:20meet and try to reach for this empty, no matter where it is.
02:25So I'd like to carry it out at the front.
02:27Okay, normally we don't want the entire spine and everything deforming to
02:33meet this empty.
02:35Although, now you want a certain portion of it and the portion of the armature
02:40that you want to deform is called the Chain Length.
02:43Zero means the entire chain all the way back to the root.
02:46If we only restricted it to like say two bones in the chain, then only these two
02:53bones will move, as I move the empty around.
02:58You can see that the rest of it stays the same.
03:01So for this chain, I'm going to go ahead and use the shoulder and you can see
03:05this yellow line that shows you where the chain ends, end part of the
03:10shoulder bone as well.
03:11Now when you add a constraint to a bone, it turns yellow when you add an
03:16IK constraint.
03:18A Green constraint is another kind of constraint, which is a Limit
03:22Rotation constraint.
03:23Notice I put on his lower forearm to show that this bone can only move as an
03:30elbow move, sort of as a hinge bone.
03:33By limiting the Y and the Z rotations, now this bone can't like fly off to the
03:38side or anything like that and look unnatural.
03:42So now by animating the location of these empties, I can very easily make
03:52Captain Knowledge do whatever I want to do.
03:55So I'm controlling the whole rig just by moving these four empties.
04:02We need to go ahead and add another one down here to his foot.
04:05There's a couple of different kinds of foot rigs that people use.
04:09One matches the IK to this foot bone.
04:11The other matches it to the toe bone.
04:14I like to go ahead and use the rotation and the location of the foot empty to
04:21control the orientation of the foot.
04:25That's IK rigging in Blender.
Collapse this transcript
Creating a walk cycle with inverse kinematics
00:00Now, it's time to make our character walk.
00:03Walk-cycles are very complex.
00:05There are lots of things going on.
00:06I'm just going to try to show you these essentials.
00:08Many people spend years studying animation, myself included, to try to come up
00:14with realistic ways to make your characters believable.
00:18First of all you can use a reference image. You can also use motion capture.
00:23That I have spent quite a bit of time studying as well.
00:26But for reference images make sure that you have your background image coming
00:30up here and this is an outside plate that was shot of me walking up to the building.
00:35There are 430 frames that we are going to animate.
00:38Make sure Auto Refresh is turned on and that it's a movie.
00:41This is 25% reduction;
00:43there is another movie in that same one that's the full HD version in case you
00:47want to work with that.
00:49Working in full HD just has a lot more detail.
00:52All right, so first we want to key the location of the IKs in the rest position.
00:58This is called the Reference Position and what you want to do is establish a
01:02repeatable position that the character can go back through, so that you always
01:07can kind of get your bearings and kind of reset.
01:09So we are going to go ahead and press I and Loc, and that locks in an IPO
01:16for every Empty.
01:18Now that Empty is always at Frame 1, I can always go back to and copy these keys
01:23that are shown right here.
01:24All right, then we are also going to be moving the Armature, but we are not
01:29going to be moving the Armature object during the walk-cycle.
01:34During the walk-cycle we are going to be moving the whole body, and so
01:37that's the root.
01:38So what we want to do is create a new action called Walk, and we don't need
01:45these hand bones here.
01:47So we can b and then left drag, click box, select all these channels and press X
01:52to erase those channels.
01:53What we do want to do is select the root bone and key its location and rotation,
02:02because your body sways and turns as it's moving through space.
02:06So now we are going Up Arrow a couple of times and we can see that I enter the
02:11frame right around, Frame 15 here, you can start to see me come into play,
02:17actually a little bit before that Frame 3.
02:20So really are pretty much coming right away.
02:23The first foot to hit is my right foot that clicks right there at this frame.
02:29So what I want to do is I want to go ahead and move my character from the rest
02:32position into what I call the Step Out Position, which is the first major pose
02:38that your character will reach as he starts to walk.
02:42So this is kind of the first step, and that gets him into a moving kind
02:46of position.
02:47So we are going to move the IK target for the right foot out and key that
02:52location of that target, and then we are going to right-click on the root bone
02:57and move the guy out and a little bit to the right, because as you are walking
03:03now you start to put all your weight on the right foot.
03:07So once he looks pretty good and we are going to drag him down a little bit
03:10because the weight is coming down on that right foot.
03:14And once he is in a pretty good position we are going to key that location
03:17and rotation.
03:19So now we have two keys for both the root bone as well as for the IK.
03:24Let me drag that over here, with a pretty smooth transition in between the
03:28two of them.
03:30So now if we play this motion, we can transition from the rest position and to
03:35apart where we have now made contact with the right foot.
03:39Now let's just keep working on the right foot, we see that the right foot
03:43actually stays in place until right about this frame right here, and then starts
03:48to pick up from here.
03:50So right at this frame we want to right- click on this key and drag it over it to
03:56match on this frame.
03:57So now the IK stays in that position for this frame range.
04:02Once we have done that we see that the left foot now is starting to move.
04:07So we are going to select this right foot IK target and I'm just going to go
04:13ahead and flip to Layer 13 only and that reveals only my IKs around that layer.
04:20So backing up, now what happens to the left foot?
04:22Well, as the right foot comes forward we have to assume the left foot now has
04:27launched off from this position.
04:29And it's starting and is moving through space and comes on the frame right here
04:34and right there at Frame 21 makes contact.
04:39So we are going to move this guy out there because we are already at Frame 21.
04:44We are going to move him out one stride length.
04:47Normally your stride length is half of your height, I'm going to guess that this
04:50is about 1, 2, 3 units or so for a six-foot person.
04:54And we are using one Blender, using just one foot, and we key the
04:59location there.
05:00Meanwhile the skeleton has come forward, so if we Shift-click, now we are seeing
05:07the mesh and the skeleton, still being deforms.
05:10Now we'd right-click on the root bone and move this guy forward and you can see
05:16how the bones come into play.
05:18And he is going to rest a little bit.
05:22And now he is walking along.
05:24So we are going to key this location here as well, and now we have pretty much
05:30our first sliding or skating walk-cycle.
05:32What we want to do next now is pick the feet up, we don't want to shuffle
05:37and wear out our shoes.
05:39So we are going to look at this IK and notice only the Y axis is changing.
05:45So now we have to make it into a step to where it's lifted up.
05:50So about half way through this cycle, we're just going to lift this IK up and
05:56key the location up there.
05:57If we want to get fancy we could key just the Z location and let the X, and
06:04the Y go.
06:05That's kind of getting ahead of ourselves.
06:08And then we want to do the same then for the first opening frames for this
06:16motion, for the right foot.
06:19So the first we've framed it may look kind of silly, but we'll keep working
06:23at it.
06:24And that's what you do to key the locations of the IKs and the bones to match
06:29your reference footage.
06:30So let's come back when that's all done.
Collapse this transcript
Completing the walk cycle
00:00Okay, we have done a little bit of work here and we have come up with a
00:03starting walk-cycle.
00:05Walking in animation is very difficult because everything is moving, so there
00:09is a whole art to it.
00:11And we can see the walk-cycle here.
00:13In this Window over here I have View Properties.
00:16I have the View locked to the root bone of Captain Knowledge, and so we can go
00:24ahead and turn the Mesh On, and when we run the animation by pressing
00:30Shift+Alt+A, the animation runs in every window.
00:35I get kind of little nauseous sometimes when I'm watching this, when it's
00:38focused on the root bone.
00:40But there is a little bobbing motion going on.
00:42I want to show you that to just don't walk in a straight line for fun;
00:46you can film yourself doing all sorts of strange walks.
00:49Lots of subtleties in the walk-cycle, just a little bit of rotation of the hips.
00:55As he comes forward I've rotated the root bone backwards to reflect that he has
01:00this mass up here, this muscles chest.
01:03And so as he steps out of that mass has inertia and wants to hold back.
01:07So you rotate it back as he strikes and then as he comes forward we have the
01:13next key cycle, it says 21, which is the crossover point.
01:18Now as his left foot comes forward, notice that his left foot is accelerating.
01:22It's not exactly half way because the foot actually kind of accelerates from
01:28being the pusher to then starting out in front, which is the next keyframed
01:33pose here.
01:34Where the hips have rotated over to the other side and rotated in top view
01:39as well.
01:40You can go ahead in top view you can see that I have rotated the root bone
01:43here so that the whole hips are swiveling as he is reaching forward with his
01:47left foot.
01:48Also I'd like to point out that I have his chest bone here doing just a slight
01:54little bobble, as he comes down, the chest bone goes up to reflect that the body
02:01mass wants to stay where it was.
02:04I remove the IKs from the hands.
02:07I really didn't need them and I could just swing the arm bones, the ArmHi and
02:12the ArmLo, I could just swing them back and forth, counter to whatever strike it
02:18is, so when your left foot goes forward your left arm goes back.
02:22Also instead of Empty I went ahead and edited the Mesh and I added these two
02:27disconnected bones call ik_Foot.L and ik_Foot.R. As bones to the armature but
02:36they are not connected to anything and then targeted the foot bone just to use
02:41that bone as the target.
02:43And so this way by rotating this bone I can control the angle of the foot and
02:50then of course by moving the bone, I control the location of the foot.
02:53I use those toe bones that we put in there to simulate the deformation that
02:57occurs in the foot as you lift off.
03:00So you can bend your toes a little bit, his boots aren't that stiff.
03:03I should also point out that the root bone moves forward one-and-a-half units
03:09every ten frames, and so over the course of the walk-cycle which is started
03:14here by the Walk Marker.
03:15So from Frame 11 to Frame 51, the root bone moves forward by 6 units, and that's
03:22called our Stride Length.
03:24And that becomes important a little later on.
03:27But feel free to play with this rig, play with the angles, you can make him
03:32creep, you can make him march, you can him strut.
03:35There's all sorts of different kinds of walk-cycles.
03:37So go ahead and create a whole bunch of different walk-cycles based on
03:42what's fun.
03:43And that's how you create a walk- cycle and make Captain Knowledge walk
03:47using Blender.
Collapse this transcript
Limiting range of motion and degrees of freedom
00:00As we get into rigging and making our character move, once we've added these IK
00:06constraints onto these bones, Blender will attempt to orient the bones anyway
00:12that it can in order to solve this problem of how to meet the target.
00:19If it gets out of range, then the bones is kind of snap out and it's just like
00:24you can't quite reach it.
00:26So that also means though that as we comek over here, let's say to the side view,
00:31it means that if this IK target happens to get behind it, you would be able to
00:36actually reach around and look his elbow or something like that and that's
00:40just not physically possible and it won't look real.
00:43So Blender provides the option to limit the rotation of these bones in the
00:49IK chain.
00:51So here I've set up a standard kind of a limit for the elbow.
00:56The elbow is a hinge joint.
00:59He can't twist his elbow.
01:01The elbow can only go 1 axis and that's actually the X-axis here.
01:07So as I'm moving my IK up and down, you'll notice that the elbow just
01:14rolls along the X-axis.
01:17And that translates into a very realistic motion when we add and enable the mesh
01:22by Shift-clicking Layer 2 here.
01:25Now as he punches forward and he is going to punch out ignorance or something like that,
01:29as his arm comes back, the elbow looks like a real elbow.
01:34And it's not twisting or turning or doing anything funky like that.
01:38And the way we set that up is in the Armature Bones panel, for a bone
01:44that's within an IK chain you'll have these limitations and locking
01:49mechanisms that appear down here.
01:51And what we've done is we've limited the X rotation from anywhere from -100
01:57degrees to a max of 70 degrees.
02:02And what I'm going to do is I'm just going to drag here and you can see the red axis
02:06because RGB, XYZ, the red arc, indicates the range of motion that this bone
02:14is able to take and as I restrict down this range of motion you can see the
02:19arc getting smaller.
02:21I have locked the Y-rotation and the Z- rotation. I could go ahead and just lock
02:28the Y-rotation, and now when I click Limit Z, because Z is a full circle,
02:35Blender draws this sort of envelope that shows all of the possible places that
02:41this bone could point to.
02:43It's kind of a surface, kind of a mesh, or nylon mesh kind of a thing.
02:48And that tells you that for this bone to be in this position then these are the
02:53possible positions for this child bone further on down the road.
02:58And allows you to visually see where this guy is able to reach.
03:02In this case let's say we want to knock it down a little bit. If we go ahead and
03:07set them, minimum Z to let's say minus -100 degrees, he'd actually be able to
03:13twist his elbow and sort of a kind of a shoulder kind of a mechanism to be able
03:18to get to any of these other positions as well.
03:21Actually when we do the shoulder bone, we'll do the X and the Z as well.
03:26But for the elbow and for the knee, just disabling the limit and locking the X
03:32is the proper way to go.
03:34And then we're going to reset this back up to the way it was at the beginning.
03:37And that gives a fairly realistic range of motion and that's the way you set
03:41up range of motion in Blender, so that the IK solver can provide realistic solutions.
Collapse this transcript
Managing actions using the Action Editor
00:01As we create these sets of poses and these sets of actions, Blender provides
00:05the Action Editor that gives us a tool to manage the complexity of dealing with
00:10all of these different bone changes and poses that we're manipulating and going
00:14through.
00:15So what I have set up is a simple little robot file that demonstrate the concept
00:19behind the Action Editor and the NLA.
00:23In this action we have selected the Put action.
00:27In this Put action as you can see here consists of two bones, I have a Base bone
00:32and an Arm bone for the little robot, and he is going to put whatever object he
00:39is grabbing up onto the shelf, and that's what that action does.
00:44So I can run this forward and backwards, and see that it just does that.
00:48Now the Action Editor I actually have two actions.
00:52I also have a grab action.
00:55And the grab actions starts from this rest position and takes these two bones,
01:00and he goes down, and he grabs the object.
01:04But now it needs to bring it back up to the rest position.
01:07I want to demonstrate that these keys are selectable.
01:10When they are bright yellow, they are actually selected.
01:14So we are going to select these two keys by Shift+Right-clicking on both of them
01:19and Shift+D to duplicate just like any other object in Blender.
01:24We are going to go ahead and drag these out and drop them right around Frame
01:2721 which is a delta of 20 frames, which is shown down here when you are
01:33clicking-and-dragging, Blender often shows you down here how far you've
01:37dragged something.
01:38So now the little robot goes from his rest position, down grabs the ball, and
01:45then comes back up to his rest position.
01:47So that's the way you can manipulate these keys inside the Action Editor.
01:51The other thing you can do is when you switch from action-to-action you're
01:57generating a list of actions that we're going to in the later combine.
02:01You can adjust the timing of any individual arm.
02:04Let's say I wanted this arm on this sweeping up motion to a start later in
02:09this cycle.
02:10So you can just grab this selected key, and move it up, let's say to about here.
02:16And now the arm doesn't start rotating until much later in the animation.
02:23I can go ahead and drag this way over here and make it very dramatic.
02:27I wouldn't want to design a robot that flips something around like that, but
02:29you can.
02:30All right, so those are the two actions, and that's working with the
02:34Action Editor.
02:35There is a couple of other things you can do, you can add a marker into your
02:39Timeline to indicate what kind of action is going on at this particular time.
02:45You can also work with different keys, and different selections of
02:50different channels, you can change the ordering of the channels if things
02:54get out of order.
02:55When you get into armatures with a hundred bones, you want to be able to order
03:00these channels, so that you can rapidly work with the most common bones at the
03:05very top, and then all of the bottom bones you can leave at the bottom, and let
03:09them scroll off the list.
03:12You can also do a whole bunch of selections, and say if I wanted to drag
03:16everything out, I could go ahead and select all of the keys that are head of
03:21my Current Time Code.
03:23The Time Code is shown here as the green vertical bar.
03:27You can also name the markers by the way as well.
03:30So that's the Action Editor.
03:31That's what it allows you to do, as you sit here with your armature, you build
03:35up a whole bunch of actions that your character would go through.
03:40When you look in the BBB you'll see hundreds of actions that each character can
03:44perform, and when you think about it there is just a hundred different things
03:47that you can do as well.
03:48That's the Action Editor in Blender.
Collapse this transcript
Blending actions together using the Non-Linear Animation Editor
00:00So now that you have your library of Actions defined as shown here in the middle
00:05window, we have like the Put Action here, which puts the ball onto the shelf and
00:12then comes back down again.
00:13Then we also have the Grab Action that grabs the ball and brings it back up.
00:17So now that you have all of these Actions together, you want to combine them
00:21into a movie or an animation.
00:23These actions are almost like fundamental little units of motion that your
00:28character can do, in this case, this little robot.
00:31So to put those together and sequence them into a flow, we use what's called the
00:39NLA or the Non-Linear Animation Editor and that's here.
00:44Now before you begin using the NLA, you got to remember that whatever the active
00:49action is, is linked to this armature and so it's going to want to do that
00:54action when you start playing.
00:56So you want to delink your actions or any actions from your armature before you
01:02begin the NLA process.
01:04Now I have arranged kind of a workflow here that's kind of a non-standard
01:08desktop, but I thought it worked because here I can see what's going on in
01:113D view.
01:12I can see my Actions and then I can work with my NLA.
01:15The first thing we want to do is add in an NLA strip.
01:18So let's say at frame 50 in the animation we want our robot to grab
01:24something and pick it up.
01:26So what we want to do is come over to Strip > Add Action Strip > Grab.
01:33And this takes that standard Grab Action that used to be only from Frames 1 to
01:3920 kind of as a standard kind of scaling and pops it in here in our real
01:44animation at frame 51.
01:47So now between frame 51 and 70 or so, our robot picks up the ball.
01:54Great.
01:55Now we want to add in the next Action Strip to put it up onto the shelf.
02:02Now the next action is put up here.
02:04So this overall action is now Grab and then Put.
02:08So now the ball is up here, the robot continues and it puts it up onto
02:13the shelf.
02:14If we press N, we can bring up the Strip Properties, which tells us
02:19numerically, exactly where the strip starts and ends and then what portion of
02:25the Action is played.
02:26Now by default it's locked to play the entire Action, but you don't have to
02:31have the whole Action.
02:32You could have an Action where I'm walking, tripping, and falling, I'm standing
02:37on my head, doing a cartwheel or whatever and then you can unlock and use these
02:42frames then to pull out the portion of the action that I want to use right here
02:46right now in this particular animation.
02:50The other thing I can do is if I'm walking and chewing gum at the same time,
02:55which is a very dangerous condition, I could probably also use the
02:59Auto-Blending, and what Auto- Blending does is it tries to manage or merge
03:06overlaid actions together and averages the bone actions together so that they
03:12look natural and integrated.
03:15So now we've slid this back and now there's a little bit of overlap here is
03:19where the bones will actually kind of accelerate through and not appear to
03:24stop in the middle here.
03:26It'll accelerate through and transition right on into the next action.
03:31So that's the way you can blend and seamlessly integrate these actions together.
03:36The last neat feature in the NLA is that you don't have to use the same speed
03:43that was set up here.
03:44Recall, like say if we rigged this for a standard 20 frames, but we
03:49really wanted it to take, say 3 seconds, we can scale the whole animation
03:54here by entering 3.
03:56I'm going to scale this over here a little bit.
03:59Now this animation takes place 3 times as slow as you can see.
04:06So this is the way you can change the speed of your animations in the NLA,
04:11sequence them, blend them, and arrange them into the final complete animation of
04:18whatever it is you want your character to do at whatever point in the overall
04:23animation that you want him/her/it to do it.
04:27And that's the NLA in Blender and how it all brings all of these
04:31actions together.
Collapse this transcript
Tracking
00:00Very often in animation, it's very handy to have other objects face other
00:07objects or track to other certain kinds of objects so that everything is not
00:11flying out there in space.
00:14The most common situation I run into is tracking the camera, having the camera
00:19track or follow an object as it moves through the scene, and in order to set up a
00:25camera track, what we have right here, is very simple.
00:28All you do is select the camera and I've created a TrackTo constraint.
00:35The TrackTo constraint is actually this object called face.005 and if I hide the sphere,
00:41I reveal this little empty that's sitting there in the middle.
00:46If I bring up the Properties, then I can see that this is the object
00:50called face.005.
00:53This is a takeoff on the lighting files so that's why there's so many of them.
00:58No matter where I move the camera, it always faces that empty.
01:04Even if I move it around the other side, it turns and rotates automatically so
01:09that it's always tracking to the empty.
01:12The tracking is kind of tricky in that a camera access is X and Y is left and
01:19right and up and down and Z is toward whatever it's looking at.
01:24So what we want to do is we want to align, using the -Z axis, so that the -Z
01:30points towards the object, and up for camera is the Y rotation.
01:38If we wanted this camera to track on its side, we could just do X and now the
01:42camera is flipped over on its side, to take like a portrait view.
01:46Here it's going to take a landscape view.
01:49The influence, which can be animated, is also pretty important.
01:53In that the camera wants to face a certain direction.
01:57If I change this down to 0, I can see that the camera really wants to be totally
02:02upside down on the ground.
02:04So that's no good.
02:05But what we can do is increase this influence and eventually it will come to
02:09face the empty in the middle.
02:13So if this was a camera that was walking through space and looking down the
02:18street and a pretty girl happened to walk by and it caught its eye, then it
02:23could track to that person's face by increasing the influence over time and
02:29then decrease over time as the girl pass by and the camera resumed its normal orientation.
02:36With Armatures you use this TrackTo orientation to get the eyes to focus on a
02:42particular object that's hanging out there in front.
02:44Very often you'll see in armatures an empty or some kind of a bone or something
02:49out there in front of the face of the object so that the eyes have something
02:54to look at.
02:55So that's how you make an object face and TrackTo some other object in Blender.
Collapse this transcript
Following a path
00:00In CG, you can't simply tell your characters to meander around; you have to
00:03give them specific direction.
00:05One of the ways you can give them direction instead of just manually keyframing
00:09their location is to have them follow a path.
00:13In this case, I have the standard Lighting Rigs File and the camera,
00:19as we discussed tracks to the center, but as we proceed through the animation,
00:24you will see that it spins around and it's following this path.
00:28There aren't actually any IPO curves for this at all.
00:31What I have done is I have created this zero circle called path.005 and I
00:37have told the camera to follow it by entering the name of the path right here
00:42in path.005 in the Target Object.
00:46Now the other way, I could do this is to set the camera to follow this path and
00:52if it wasn't constrained to look at the Empty in the middle, I could change this
00:56to Y and now notice how the camera rotates, so that it maintains a constant
01:04offset or viewpoint as it spins around the circle.
01:08So this is sort of like looking on a merry-go-round, looking forward as we go
01:12around and around, and that's what the curve followed us.
01:15Let's say you are animating a hover car and it's going over some bumpy ground,
01:20would you want to use CurveFollow, so that the car twists and turns and follows
01:25the contour of the ground.
01:26Now this path is designated as a path by coming over here to the Editing panels
01:34and under the Curve and Surface, I have enabled CurvePath and this enables this
01:40curve, which is standard Bezier Curve, to function as a path.
01:44The PathLength here at 100 frames determines the amount of frames that this
01:50camera or anything that follows this path will need in order to fully traverse
01:56one circuit of the path.
01:58So if I want to make this spin around faster or slower, I would change
02:02the PathLength here.
02:04This Blue dotted line that you see here indicates a relationship between the
02:09path and this object.
02:11So that's the way you can very quickly animate objects to move through 3D space
02:17by having them follow a predefined path.
Collapse this transcript
Mimicking an existing animation
00:00So in addition to finding it's own path, you can have one object, shadow or
00:05follow another object as well.
00:08So in this animation we have Suzanne and she is jumping around and she rotates
00:15and she reaches the apex of her ascent and then descends down and lands gently
00:20back on the ground like the true ballerina that she is.
00:24Now if we wanted this object to follow her precisely, we could just Shift-click
00:30on the two and make the Cube a child of Suzanne and now as Suzanne takes off,
00:38the object is offset from Suzanne according to her access and so that's why the
00:45box's location and rotation is a little different but it's following the same
00:50path that Suzanne is.
00:52So, if, you were looking at this, this is sort of like a break dancer, when they
00:56do that serpentine kind of motion and so we are going to just go ahead and do an
00:59Alt+P to remove that parenting.
01:03The other way to make this Cube follow Suzanne is to add a Copy
01:08Location Constraint.
01:09When we enter the Copy Location Constraint, we need to go ahead and enter in the
01:15name of the object that we want this Cube to follow, in this case Suzanne and
01:21now the cube will follow and Copy the Location in X, Y and Z according to
01:27whatever Suzanne does.
01:28Now if we wanted to go ahead and knock off the X then, now as Suzanne moves
01:34through time and space and goes up and down and over, the Cube only goes up
01:40and down.
01:41We can also just offset the Cube from its initial position.
01:45So I just grab the Cube here and we'll put it over here, lets say.
01:49And now the location is copied but notice that the Cube doesn't rotate even
01:53though Suzanne is rotating.
01:55I can change the Influence to here down, to like 50% or so and so now as Suzanne
02:01moves around, she is like on a rubber leash to the block.
02:05So this would be like if your Doll was on the leash and this is a center block
02:09that it's tied to, and even though if she is hopping around the Cube doesn't
02:13move nearly as much.
02:15We can also add on additional Constraints like Copying the Rotation and
02:18the Scale as well.
02:20The other way to have an object mimic of the action of another is through
02:25copying the IPO curves.
02:27Now Suzanne here has an IPO curve right here and we'll call it Suzanne and it's
02:33defined by a bunch of keys, as with almost everything else in Blender things are
02:40sharable, Blender believes in sharing.
02:43So what we can do is come over here and select the Cube and then instead of
02:48adding a new IPO curve, we can go ahead and select Suzanne.
02:54Now the Cube will have the exact same path as Suzanne and as soon as, we change
03:00frames it's going to be doing that exact Copying again.
03:04The new things about IPO curves is it's really easy to make a single user copy
03:08just like with everything else in Blender that's shared, we can just click here
03:12on the number and make a single user copy of this Cube.
03:16Let's say if we want to erase the X channel, select the X curve and delete it,
03:22move the Cube over here and now once we have select all the other channels, we
03:28have a rotation and location curve that follows the original Suzanne but except
03:37that it's not moving in the X direction.
03:39So that's the way you can make one object mimic the animation of another object.
Collapse this transcript
Using the grease pencil
00:00A really cool feature that was just added to Blender is called the
00:03grease pencil.
00:04In the old days we use to actually use Grease Pencils and they were like wax,
00:08pieces of stick inside of a plastic holder and you used to use them for drawing
00:12on glass and Radar screens and plotting tables and things like that.
00:17So if we come here and we want to go View > Grease Pencil and the Grease Pencil
00:22is a way of drawing per frame.
00:25So we are going to start of on Frame 1 here, and we are going to click Use
00:29Grease Pencil and go into Draw Mode.
00:32Now, you have a bunch of layers and you can have different colors of layers and
00:35stuff like that and I'm going to just add one layer here.
00:38Pick a nice little color, something that has contrast that you can see, that is
00:43into drawing and like that.
00:45And now we just want to say okay.
00:48As we start to watch this video, let's see what happens to her eyes and notice
00:53how she blinks and the Opacity and the Thickness of the Pen is controlled here.
00:59And so as she blinks, she is looking around and she starts to open her mouth
01:03and as her mouth reaches maximum opening, I'm going to go ahead and trace her
01:08jaw line.
01:09Now, what I'm doing I'm just studying this animation.
01:13I want to see how things change over time.
01:16This kind of a way of pointing out what the differences are and as I draw this
01:22second shape, the first arrow goes away and then I can draw my next shape here,
01:29so I can see as the things change and mark up the animation or in this case this
01:35video, and then I can do the same thing over here.
01:39So, lets say if I right here, I want to start the blink right here, so now I
01:44want to go ahead and View Grease Pencil, Use Grease Pencil, Go into Draw Mode
01:50and I can also do a 3D view too.
01:52But we'll just use like a nice bright Red color, we'll say we want to start the
01:58blink and after the blink, we want to start the A. So we can also then zoom out
02:09and like say look, we want this body line to go this way.
02:13We want the breathe more, and breathe up and so this is the way of just marking
02:19up some animations, so that later on when we go and we have an idea of what to
02:24do in order to refine our animation.
02:27These Grease Pencil layers are saved in a sub directory underneath your Blend
02:32folder, so if you start to see some Grease Pencil folder is coming that's what
02:37being saved in those folders.
02:39So that's the way, you can use Grease Pencil to both study, mark-up and
02:44communicate between let's say the director or maybe other members of the team as
02:49to ways in which to improve or observe great things in the animation.
Collapse this transcript
6. Simulation
Understanding particle systems
00:00For many things in this world, it's simply just not feasible to either create
00:04a mesh model for each individual thing, like individual smoke particles, or
00:10you know you want to create some special effects like we have running here,
00:12which are some energy ball thing that focuses around the actors hand and then
00:17it shoots out.
00:19So the purpose of this video is to show you what those are, and how you get
00:23to them and like that.
00:24So first, there's a couple of different contexts down here.
00:27We're going to show you later the Game Engine or Logic Context.
00:33That's where we have the Bullet Physics Library and we can actually use that
00:37library to remake accurate physical simulations of objects in our scene.
00:44The second one then is also here under Object.
00:48We have three sub contexts.
00:51The last one is called Particles and this is where you access the Particle
00:56System, and that's what going on over here in this simulation that was running.
01:01We also have Soft Bodies, which are up here in this sub context under
01:06Physics button.
01:08And when you have an object and you enable Soft Bodies, you can then start to
01:13work with how things jiggle.
01:15Then we also have Cloths, and we're going to be doing a cape for Captain
01:20Knowledge, using the Cloth simulation to simulate fabrics, latex, mylars,
01:27leathers, and that kind of thing.
01:29Then we also have Fluids, which is accessed down here.
01:33When you enable Fluids, we can simulate water, blood, maple syrup, oil,
01:39goops, and alien spit.
01:42Lastly, then all of these things the Particles, the Fluids, the Cloth and
01:46everything, they collide with other things.
01:49Those other things we need to mark as colliders by enabling Collisions here, and
01:55we'll be getting into some of these settings later on too.
01:59So these are all accessed through the Object context in your Properties
02:04window and then either the Physics buttons or Particle buttons, here that
02:09reveal the sets of panels.
02:11But the main purpose of this video was just to show you how to access all of
02:15these different panels and where they're hidden away inside of Blender.
Collapse this transcript
Working with game engine physics
00:00When we get into animation we want realistic animation.
00:03A lot of times if there's a scene involving many different objects that are
00:07colliding and banging into one another, you simply just can't keyframe them by
00:11hand, and so we have this computer here, so why don't we use it to simulate what
00:15happens in the real world when things bounce off one another, fall on the
00:19ground and do all those new things.
00:22So, Blender has what's called the Game Engine and it's accessed here.
00:26First we need a world to operate in, and something for things to hit.
00:31So select this ground plane and now, I'm just going to go ahead into View >
00:34Properties and turn off the Grid Floor.
00:36It's kind of distracting.
00:40So here we have this Floor.
00:42It's an object called Floor appropriately, and what we want to do is make this
00:47an Actor in the Game Engine.
00:49The Game Engine is invoked first of all by pressing P with your mouse cursor
00:53in the 3-D view.
00:56When that happens the Blender kicks in the high gear and provides you with an
01:01interactive simulation of whatever it is you setup to do, in this case we
01:05haven't setup anything so everything is kind of hanging out there.
01:08So you press Escape to stop the Game Engine.
01:11So P to start and Escape to stop.
01:15So, what we've done is we've told the Game Engine that this is going to be an
01:18Actors in our simulation and then we can select this cube here and say okay,
01:23it's not going to be Static but it's going to be a Dynamic, Rigid Body.
01:28So this is going to be like a crate.
01:29And when we do that, whole bunch of other options become available now to where
01:33like we can set the Mass of the object in kilograms.
01:36So let's say it's a 5.00 kilogram object.
01:39It has a Radius of 1.00.
01:41It's a unit cube.
01:42You can see here its dimensions, 2.000 on each side, so it's a one unit cube.
01:47And this sets up the envelope for what Blender is going to use to detect when
01:53this box has actually hit something.
01:55And when it hits something, it can have some inertia to it so, we can Damp in
02:00the location and Rotation of it.
02:03So, now when we come up here and we press P, Blender simulates the box flumping
02:08down to the ground, until it hits that ground plane.
02:11Press Escape so now we can do the same thing for the other box and get some
02:15interaction going on here.
02:18So, let's enter 10.00 for the Mass, and let's have the dampening it a little
02:23bit, so that it acts like a little bit so that it acts like a really heavy
02:25dense object.
02:26So now when we press P after selecting Bounds.
02:33Now we have one box falls and then the other box falls and the other one rolls
02:36and knocks it over and rolls off.
02:38And we don't have any dampening set on that so it's just going to keep rolling.
02:42So, that's how we'd setup this simulation, now what we can do that is
02:47really cool!
02:48We can tell Blender to record the Game Physics to an IPO and what happens if
02:54we do this after we run the simulation which we just ran, we now have an IPO
03:01for that cube.
03:04So, if we switch over here to the IPO window, you can see that Blender has
03:08created for as long as I was running that simulation which was 1000 frames.
03:13This IPO which now even if we just take this completely off of this box and
03:19apply it to Captain Knowledge, he would be falling to the ground and he would
03:24follow this very same path.
03:27So that's a quick way to use the Game Engine, to record a physically accurate
03:32IPO curve that you can use in your animation either for the object that your
03:36animating directly or you can even swap out and save this as a falling-roll
03:43kind of animation.
03:46And now you have this IPO that you can then apply to any other object in
03:49your Blender scene.
Collapse this transcript
Spewing particles
00:00The particle system on Blender recently got a complete rewrite, and it's just an
00:05amazing thing to work with.
00:08I can go on probably for hours on this thing, but it was used to create all of
00:13the hair on all of the creatures in Big Buck Bunny.
00:16It has been used to simulate smoke and fire and ash and all sorts of things,
00:21and we are going to touch on the basic essentials of using the particle system
00:25in Blender.
00:26What we have here is this box that we recorded dropping and it's not the part
00:32of the game engine anymore, but it does have the Ipo that recorded and assigned
00:39to it.
00:40So that's what's causing it to fall.
00:41But what we have done over here is access the particle systems.
00:45Let's run through it real quick.
00:47There is six major panels of controls for the basic particle system.
00:53So let me just click the X here to delete this particle system, so we can
00:56start New.
00:57There are a couple of rules to using the particle system.
01:00Number one is you have to start at the beginning, you can't jump into the middle
01:04of a particle system, because it has to start at the beginning and work its way
01:08forward based on what it knows, and where everything is, and then where each
01:12particle is, and then advance to the next frame and compute there those particle
01:16should be on that frame.
01:17So you can't jump into frame 10, because it doesn't have a frame 9.
01:21So when you're first are recording and setting up the physics thing, be sure not
01:25to use the Up and Down arrow when you are jumping through your animation,
01:28otherwise, the physics system is going to give up, and you are not going to see
01:31any particles, and you are going to think it's broken, but it's not really
01:33broken, you just have to advance frame by frame.
01:36So we select the box and we are going to go Add New.
01:39Now over here we see a bunch of controls that come up to play when we first just
01:44click on a particle system, and add new particle system.
01:48Each object can have many particle systems.
01:52So I could have this thing smoking, burning, spitting off sparks, casting-off
01:59energy balls and collapsing into one big flaming heap, if I wanted to, each of
02:04those would be a different particle system.
02:06What we are going over in this video is the emitter particle system, and that's
02:10the system that emits particles.
02:13Here we setup the number of particles that are going to be emitted in total.
02:18When we want the particles to start emitting, we could have this thing not catch
02:23on fire until let's say frame 1000 of the animation.
02:26So we would set that to 1000.
02:28When we want it to stop emitting particles, and then how long each particle
02:34should last before it kind of fades off, into nothingness.
02:38So in this case, we have 1000 particles.
02:41So on average, over 100 frames, we are going to have about 10 particles
02:45emitted each frame.
02:47So if I just right arrow once to frame 2 here, you can see that about 10
02:52particles have started.
02:54These particles right here are going to be individually tracked and they are
02:58going to stay alive for 50 frames, and so then at 51, wherever they are, they
03:02are just going to drop off of the face of the earth.
03:05Now notice that they are all emitting from one plain.
03:08When I go to the next frame, then all of these particles are being emitted in a
03:13fairly uniform manner;
03:16you may or may not want that.
03:17You can click Random here, and then they will be randomly generated.
03:21Notice now I have to go back to frame 1 showing down here in the
03:25lower-right-hand-corner, I've got to go back to frame 1 whenever I make a
03:27change, and then restart again.
03:30Now the particles are emitted from random places across the whole surface of the
03:35box, and that's because I have Faces selected here.
03:39I can emit from just the corners if I want, or wherever the vertices are.
03:43Now by default the particles don't go anywhere.
03:47Usually, they don't want to be spewing out from the box.
03:51So in that case, we want to eject them and give them a little bit of a
03:55normal speed.
03:56Again, normal as in perpendicular to the face of the object.
04:01So now I'm just going to give it like 1, so we can really see what happens.
04:05So we go back to frame 1, and now as we advance out, you can see the
04:09particles spewing outwards.
04:12And then they will continue to spew outwards until they are affected by some
04:16other dynamic that's going on in the world.
04:19If we want to simulate that these things are hot, we can accelerate them up
04:23into the Z direction, and we can come back here, and now they are actually
04:30flying up off the screen.
04:32So now that simulates smoke.
04:34Now I'm visualizing this as points, but we can visualize them as little crosses,
04:41we can -- let's say go back here.
04:43So now you can see that they are crosses, or if you want to go little bit of an
04:47accurate representation.
04:48If you are doing smoke, of course, you want to use circles to simulate a
04:53little puffball.
04:56When we are drawing them, we can draw the velocity.
04:58And the size.
04:59And each particle has in fact, an individual number, so we can even look at each
05:05individual particle to see where it's at and control how we visualize the
05:10particles in the 3D space.
05:15Next, each particle can have some actions that when it hits something, like if
05:20it hit this box, it could die to simulate being absorbed by the other material.
05:26That can also stick to the other material.
05:28So if you have like a foaming glue, then once it hits that other object, it
05:33would actually stick to it, and finally particles can actually have children.
05:38So you can have particles spewing out other particles as well, and that's kind
05:42of an easy way to get a lot of particles going on, and here we have ten
05:48particles for every major particle.
05:51It gives a lot more of a full simulation when you are trying to simulate a lot
05:56of smoke, and dust, and things like that.
05:59Notice how fast this thing is.
06:02It's amazingly efficient.
06:04So you can crank this up to 10,000, 100 ,000, 50,000 million particles and be
06:09able to run realistic simulations.
06:11Of course, as you get more, it's going to get more dense, which you may or
06:16may not want.
06:17I was watching some movies over the weekend, and the dust effect was
06:20pretty light.
06:21Most smokes and mists and other kinds of particle effects, you can actually
06:25see through them.
06:26So you don't really need a ton of particles to be absolutely 100% convincing.
06:33Finally then, after you are all done and you have set it up and you really like
06:37the way it is, you can save a lot of time by baking the simulation for a certain
06:42frame range, and once you do that, Blender will kind of take over computer and
06:46compute that and lock in the positions of these particles.
06:50If I change this box over to here, well, the Ipo is going to overwrite I. But if
06:55the box is over here, just sitting in the corner smoldering, each time I advance
06:58through the frames, Blender would recalculate the particles from there.
07:02Once I bake those particle positions are locked into the place, just like we
07:06locked in the position of this box, we would lock-in the position of the
07:10particles, and then it takes a lot less compute time, the next time that we run
07:15the simulation, because Blender can just pull from that baking.
07:19That covers the major panels in the emitter particle system in Blender.
Collapse this transcript
Guiding particles
00:00This video talks about how to control the particles once we have now
00:04established the emitter system.
00:06So now that our particle system is build, as you can see, it just creates a
00:10standard plume of particles in the standard up direction, which is cute, but not
00:16really very realistic.
00:17So let's go ahead and add some forces, and force fields that will control
00:22the particles.
00:23As with all particle systems, you have to have a shared layer between the
00:28particle system mesh that actually emits the particles and the force field or
00:35any other object that you're going to use to try to control those particles.
00:39So if we select here, we're going to use a big old wind plane here, like a big
00:43old fan and this fan is down here on Layer 11.
00:47As is this little box in back.
00:51And then the Emitter itself is on Layers 1 and 11.
00:58So when we render, we're going to render layers 1 but not layer 11.
01:04So these force field planes will not show up in the final render, but yet they
01:09can still have effect on the particles.
01:12So the first thing we want to do is add a wind effect.
01:15All the effects are down here, under the Physics buttons, under Fields, just go
01:20ahead and click Wind.
01:22The Strength of the Wind, whether it's a soft breeze or a gale force hurricane,
01:260.5 is a nice gentle breeze.
01:28As the wind blows these smoke particles into Mancandy's face.
01:33I'm using the Mancandy face in mesh right here.
01:37A big shot out to the developer who brought that to life and has release that
01:41to the public demand.
01:42I encourage you to look it up, and download it and use the rig.
01:46As the wind blows over the back of the Mancandy, it's going to create a vacuum,
01:51which we can simulate using a Magnetic field.
01:52Again, the Strength is the same and then these over here control whether or
01:58not particles are certain distance away from the field are affected by the
02:04force field.
02:06Last but not least, above the head, whenever you have smoke coming out of a
02:11round circular thing, you get a vortex field kind of going on, because of
02:16vortex forces that happen.
02:17So I'm going to scale this up a little bit, maybe make this a little bigger.
02:20So now you can see that it's pretty much right above the trashcan and we
02:25just select Vortex.
02:27A Strength of 5 is pretty strong and with the Vortex field, I often like to set
02:32up a distance so that as the smoke comes up, out of the can, it is caught then
02:38and starts to swirl right around in here, so this number here is the radius.
02:44So we're going to go 1, 2, 3, 4, up 5.
02:47So let's set this to 5 units and this little yellow circle shows you the
02:54radius of influence.
02:56So now, as the particles come up out of the can, they're going to be caught by
02:59the wind and immediately blown and then the vortex will start to grab them and
03:04as they move their way down wind, then this magnet field will catch some of them
03:09and you end up with the simulation that we can show in the movie by coming over
03:17here to Compositing.
03:20And by watching the movie, we can see the different forces that come into play.
03:25As the smoke comes up out of the can is caught by these invisible force fields
03:33that is blown down wind.
03:35So that's an example of how you control particles that once they are emitted by
03:40using the different force fields that are available in Blender.
Collapse this transcript
Creating reactions and collisions with particle systems
00:00Now in an advanced particle system and an advanced simulation and when you're
00:04doing professional work, not only does this one selected box emit particles like
00:09fire and smoke and flame and sparks, but it will catch something else on fire
00:14and that's called a reactor system when you have another box, like say the
00:18second box right here.
00:20That's going to catch on fire because it gets hit by particles from the first
00:24box and that's called reactor.
00:26So we come over here and add a particle system, just by clicking on the Add New
00:32button and we're going to change this from Emitter to Reactor.
00:35Now the first thing we had to do is tell this Reactor system what particles it's
00:39going to react here.
00:40So, if we select this first cube, it's Cube 003.
00:45So what we want to say is that when this box is hit by particles from Cube 003,
00:53notice that was red and now it turns gray.
00:56That means everything is cool.
00:58Now when this box is hit with particles from Cube 3, it will start emitting
01:04particles and if we press Ctrl+A, we can verify that that as the box starts to
01:09fall then the other particles start to hit it, it catches on fire as well.
01:13Then press Escape to stop the simulation and let's go through the
01:17Reactor Settings.
01:18They are almost exactly the same as the Emitters, except that instead of saying
01:22how many particles to emit over the life of the simulation, now when it's hit,
01:28how many particles should emit over the whole course of the simulation.
01:33But when they start and end, should they react on the death of a particle or on
01:39the collision or just when the other particles get near?
01:42So if you had some sparks getting near, flammable liquid, you would use
01:47the near.
01:48In this case we're going to use Collision.
01:50When one particle hits, does one other particle get spawned or can you have
01:54multiple particles all of a sudden bursting into flame and when those particles
01:59are created then what's the lifespan of those particles?
02:03When the particles are emitted, then what kind of physics are they subject to
02:07and how should they be spewed out?
02:09So we'll go ahead and get this a little of a Normal.
02:12Normal as you recall is direction away from the face.
02:15The Visualization Extras and Children are all the same as with an Emitter and
02:20the big panel is the same too as we run our simulation and we like what we're
02:25doing and we like what we see.
02:27Then what we can do is bake that simulation so that the particles are locked in.
02:33When we make any changes, we have to go back to frame 1 and restart the
02:41simulation and we have to make sure that there's a shared layer, that the boxes
02:45are on at least one shared layer, so that the particles can detect when they are
02:51hit by one and then they start going off from the other ones.
02:55If we don't like the pattern in which the particles are emitted, just like the
02:59Emitter, we can go ahead and click Random here and have them evenly generated
03:05from the entire box.
03:10So Reactor systems and Blender allow particles to be spawned dynamically.
Collapse this transcript
Creating hair and fur
00:00Hair and fur is one of the holy grails of computer graphics and Blender
00:04recently got a huge upgrade and a particle system that will enable the rendering
00:09of millions of hairs.
00:11If you download the Big Buck Bunny posters, you can zoom in on the rabbit and
00:16you can see down to individual hairs.
00:20So I'll like to do a tutorial on how to set up a hair and comb hair and
00:24trim hair.
00:25So we have the squirrel and you can see here over on the Modifiers panels
00:30that in addition to these other modifiers, he has three particle systems
00:34assigned to this one mesh.
00:37That means that there is three particles that are going to be emitted, and
00:41they're named fur, tail and whiskers.
00:43So let's look at these in detail.
00:46Coming over here to the Particle Systems, instead of an Emitter, we just choose Hair.
00:54Then when we do that, then all of these are pre-filled in with a lot of presets.
00:58So let's go through each of the panels.
01:01They're much the same as the Emitter system, because you're emitting hair
01:05instead of emitting particles.
01:07First of all is the basic number of particles and how flexible each of the
01:10hairs are.
01:12Whether the hair is emitted in even fashion or random?
01:17When the hair is blown around and as it grows, what kind of forces does
01:21it subject to?
01:22Here is Normal it's 0.2 and that's what you use to control the length of
01:26the hair.
01:27If you use a larger Normal, than the hair is going to be longer.
01:30So you're going to have a long strawberry blonde hair or you can have low
01:35short fur.
01:36Hair can be subject to global effects, just to grow out and down in
01:40the position.
01:42Under Visualization, we have how we want to see it in 3D View.
01:47What we want drawn, in this case, hair is normally drawn as a Path, so that
01:51we can see it.
01:53I'm going to go ahead and enable up here in 3D View.
01:55So you can actually see the hair, in this case on his tail.
01:59If you have a lower graphics card, you want to turn that off.
02:03Hair has a special Strand renderer that we use for rendering strands and the key
02:08to a really good hair is the material as well.
02:13I would like to cover that after a little bit.
02:16The only extra slide is the same as Emitters.
02:19We can have the hair fall off.
02:21It's something else.
02:24Finally, we can have children and so each hair can sprout other hair, and in
02:30this case we have 50 hairs for everyone of the original 3,000.
02:36So as I promise, the materials are very important.
02:38So when you click on the Materials, now we can see that for this fur, those
02:42stands come up and they start from a solid color, and then they fade out as
02:47they reach to the tip.
02:48That's very important for realistic fur.
02:51The way you can check that out and see how that happens is through the Textures.
02:56I'm going to try to tear off this panel down here.
03:01The first Texture sets up a basic stencil that controls the rest of
03:05the textures.
03:07The next one is the strand, which sets up the Alpha value and if you look at
03:11that, that's a blend texture that goes from a solid black down to transparent.
03:16So that controls how the fur fades off as it gets longer and longer.
03:20That's probably the most important texture.
03:23I think to get in place.
03:26Here is the colors that we want to use for the fur.
03:28So you can paint different colored fur over the course of his body by using a
03:33UV texture here.
03:35Next up is the tip mask, and that's used to mask off the tip of the
03:40hair particle.
03:42Then here is the fur color, for the color at the top of the fur, and that has
03:47mapped the color as well.
03:49The rest controls the specularity and the roughness of the hair appearance.
03:55So you can have very frizzy hair, you can have soft hair, and you can have hair
04:00that's speckled, hair that varies in color along its length.
04:05Very often hair isn't the same color, and it starts off with the roots at one
04:08color and then ends up being a different color at the tip.
04:11So that's the way you can control, not only the color of the hair as it
04:15goes over the body.
04:16But also the color of the hair as it goes along its length.
04:21So that's essentially hair in Blender.
Collapse this transcript
Grooming hair and fur
00:00So now that we have a hair system going on, one of the questions is okay, now
00:04what do we do to make it not look like a puff ball?
00:07So we are going to take this squirrel here, and we are going to come over into
00:11the Particle Mode, and select the particles for his tail.
00:15So here's the Hair system that we setup for his tail and what I really need to
00:20do is have a good enough graphics card to where you can click on here to enable
00:25the particle system to display the hairs in your 3D view in real-time.
00:30And so, even on this computer, it took a little bit for all those hairs to be
00:33filled in, because there was actually 3000 hairs, and you can play with the
00:37visualizations here to control how many of these are displayed.
00:42But now that we have the hair up here, we can go into a special Particle Mode,
00:48and when we go into Particle Mode, it's sort of like an Edit Mode, but you
00:52have combing and brushing, and hair drying controls that I'm going to go over
00:56right now.
00:57First of all we have the Comb, and you'll select the tool that you want to use
01:02here on the different particle systems that are available.
01:06So you control them over here, I just want to show you there is the
01:09particle system.
01:10So now we are working on the Tail, and with the Comb tool, as we comb the hairs,
01:17as I'm Left-clicking and dragging, it's just like if we were brushing the hair.
01:23Next, we can smooth the hair out if it's kind of unruly.
01:26It's just like taking your hand and just smoothing them out, and as you rotate
01:32and work in 3D View, you can use your brush just as a tool.
01:37We can go ahead and cut the hair, change our tool to almost like a clipper,
01:44and clip the hair.
01:45Wherever the edge of your tool touches the hairs, it cuts them off, and
01:50varies the length there.
01:52Here's how we change the size of your tool to be very little, to make
01:57very precise cuts.
01:59You would use this like a little knife or so, and the strength is from 1 to 10
02:05of how much an effect it has.
02:07So to make a really ratty looking tail, we would set the strength down, and
02:12click around, and then we get a lot of random chewed up look, like he's had
02:19a hard life.
02:21We can go ahead and show the children, if there's enough children and your
02:25computer is strong enough, then we can see all of the hairs that we are
02:30working on.
02:31The other tool is to make them longer, so just by clicking in here, we are
02:36growing the hairs out, and we are making it like a really puffy tail, or we can
02:43shrink them as well, sort of like the cut, but it kind of is a smoother effect.
02:49Again with the length, we have the Size and Strength controls.
02:54Puffing is sort of like with the hair drier, where you just kind of take the
02:57hair and you put static electricity in it, if you will.
03:00It just kind of makes it puffy.
03:03So using these tools you can recreate any modern hairstyle or even hairstyle
03:08going back to the `60s.
03:09It does take quite a bit of time to smooth out the hair, and get hair
03:14looking nice.
03:16But once you do, you can affect any kind of hairstyle in Blender.
03:20So that's essentially how you use this powerful feature in Blender to shape
03:24and style hair.
Collapse this transcript
Jiggling and squishing soft bodies
00:00In real life everything has something in it.
00:03And so when you push on the surface of so many things they kind of bounce
00:07back and they jiggle.
00:08And jiggling and all of that neat stuff in Blender is done with what's called
00:13a Soft Body.
00:14So the purpose of this tutorial is to tell you how to setup a successful
00:17Soft Body system.
00:18What we've here is a ground plain, and it's on layer 1.
00:22And it's on the same layer as the cube.
00:24So very important that they have the same shared layer, just like with all of
00:28the physical simulation features in Blender.
00:32And what we want to do is make this into like a trampoline.
00:34So we'll enable Collisions, so that it will be able to detect when it's being
00:39collided with by other soft bodies.
00:41And we are going to go ahead and make that into Soft Body by clicking up here.
00:45That's really all we have to do, to setup a basic trampoline.
00:49Now we are going to select the cube, and also enable it to collide, because it's
00:53going to collide with this soft body, and we want it be able to bounce back, and
00:57then we are going to turn it in to a Soft Body.
00:59So let's go ahead and enable Stiff Quads, and set it pretty stiff.
01:04So we are going to set the Pull and the Push.
01:06The Pull and the Push defines the springiness of the edges.
01:10So if you are pulling on something like thread, when you push on it, it gives
01:15way, but then when you pull on it, it wants to snap back to its original length.
01:21So it's got different springiness or stiffness, depending on whether it's
01:25being pulled or pushed.
01:27In this case we are just going to make a pretty tight kind of a rubber material,
01:31and we are going to let it free float.
01:33So we are not going to Use Goal, but on the trampoline we do want to Use Goal.
01:38So once we start the animation by pressing Alt+A. Now Blender is going
01:43through, and it's calculating based on Gravity up there at 9.8 meters per
01:46second, with a Mass of 1.
01:49It's computing how fast in real-time this cube would fall.
01:54And as it falls, notice when it contacts the trampoline, the edges are detected
02:00that a collision has occurred, and the cube deforms and changes shape to match
02:06the impact of the rubber box on to the trampoline, and the trampoline actually
02:12then starts bouncing a little bit too.
02:14Let me take this opportunity while we are waiting for it to compute.
02:18To explain that, the number in the black box there is the frame number of
02:22the animation.
02:23So right now we are on frame 150 or so.
02:27And that comes up every time you're doing some sort of animation or rendering or
02:32simulation or calculation that might take some time.
02:35And it's going to go from frame 1 to the maximum number of frames that are set
02:40in your Animation panel, for however long your animation is.
02:44By default I have set this to be 250 frames, which is about 10 seconds at
02:5025 frames per second.
02:52So now after it's done through and calculated everything, effectively now I
02:57can replay really in fast in real-time motion, just as fast as your computer
03:01will let it go.
03:03And we see the box come down and kind of gets crunched.
03:08Also what's really cool with the Soft Body is that we can set this Plastic
03:12setting over here, and this permanently deforms the object once it collides
03:17with something.
03:18And this was a really popular feature that was requested by a lot of users to be
03:22able to simulate car crashes, anything that wrecks.
03:26Instead what's going to happen is the box is going to try to spring back
03:30into shape, but with the Plastic setting up at 100, it stays deformed and in
03:35the shape that you saw.
03:37So that essentially getting started with Soft Bodies and Soft Body
03:40simulations in Blender.
Collapse this transcript
Simulating cloth
00:00An awesome feature of Blender that's been three years in the making is Cloth,
00:04and the ability to simulate various kinds of Cloth.
00:07When we're running a Cloth simulation, we're going to turn this cape into
00:10a leather cape.
00:12The standard rules of simulations apply.
00:15Mainly the cape has to be on a shared layer with the other objects that
00:19it's colliding with.
00:20So if we press M, we see that the cape is on layers 3, 12, and 13.
00:25If we select the mesh, and press M, we see that the mesh of Capitan Knowledge
00:33is on layers 2 and 13.
00:35So 13 is our shared layer in this case.
00:38So now that we have checked the mesh, we can select the cape and enable Cloth.
00:43Now just like with Soft Bodies, we can also pin the Cloth as well, and we'll get
00:47into that in a little bit, but let's go over these first.
00:49We have some presets that we can select from.
00:52And he wants a leather cape that just fills in these values here, which is the
00:56structural stiffness, and the bending stiffness, which is if you took a piece of
01:01rayon, or a piece of silk, or a piece of cotton, or piece of leather, between
01:06your two hands and you pulled it and stretched it, and tried to bend it and
01:09wrinkle it, it would work differently based on the different kinds of cloth.
01:13So that's what the stiffness sets up here.
01:16Springiness and dampness says that if we pull it apart, it doesn't want to come
01:21back together again.
01:22Like rubbery type materials, latex, mylar and that kind of stuff, is
01:27very springy.
01:28In the air dampness setting, we have a value that determines when the wind
01:33blows, how much is it affected.
01:35So if you have sheers or let's say a fishnet kind of material, a fishnet
01:40material would have a very low air dampening versus a solid cloth would have
01:44air dampening of 1.
01:45The Quality of simulation determines how long and how much compute power you
01:50want to dedicate to performing the simulation.
01:54So since this is a training tutorial, I'm going to set this down to 4, and
01:58that's what you standardly want to do when you are first setting it up.
02:01Start with a low quality setting, revise, and tweak, and tune your settings,
02:06and then eventually start cranking the quality up to get a better quality
02:09simulation.
02:10Mass is the density of the fabric, how heavy or thick it is, and then Gravity
02:15is the direction of gravity, which in this case is downward at 9.8 meters per
02:19second.
02:20Now we want to pin the cloth, but in order to pin it, we need define
02:24vertex group.
02:25Let's tab into Edit Mode, and when we pin the cloth, we have control over
02:30whether or not that portion of the cloth participates in the simulation and will
02:34move or slide around.
02:36Now in this particular case we have the cape for Captain Knowledge, and it's
02:40not going to slide around, especially around near his clasp or anywhere near
02:43his shoulders.
02:44So let's go into Side view, and define a vertex group that consist of those
02:48vertices that make up the top of his shoulder, by coming down here to Edit,
02:54Vertex Groups, New, and we are going to call it Shoulder.
02:59And to find those vertexes to that Vertex Group.
03:03Now when we tab out of Edit Mode, and we come back to the Cloth presets, we can
03:08now click pinning of cloth, and since is the shoulder is the only vertex group
03:12in the cape that comes up and automatically is selected, we can vary the amount
03:17of which this vertices groups are pinned by adjusting the pin stiffness here.
03:23We want the Cloth to detect when it collides with other objects.
03:27So we want to enable collisions, which is always turned on by default, and then
03:31we have a Collision Quality, another quality indicator here that says how often
03:36or how well it should check for collisions with other objects.
03:39And obviously you want to crank this up;
03:41especially sometimes you will start to see Cloth breakthroughs, where it will
03:45breakthrough the mesh, because the quality isn't high enough.
03:47So if you just crank up the Quality then, it will be able to detect that
03:51a little better.
03:52When it does collide with something, what kind of Friction is involved in
03:56between the two surfaces?
03:58So I would like to set this up to about 80, to say that when it does collide
04:03with something, it pretty much sticks to it.
04:04It doesn't just bounce right off again.
04:07Silk has a very low coefficient of friction.
04:10Leather has a very high coefficient, because it's actually swayed on the
04:13other side.
04:15Finally we can enable self-collisions, and that's where the Cloth can fold in
04:19and on itself, and then when it folds in on itself, it won't just pass
04:23through itself.
04:24It will detect itself and then not pass through.
04:27It will instead bounce off or just stop and then kind of unfold.
04:33Under the Cloth Advance panel we could enable some stiffness scaling and do
04:36weight paint to define really thicker pieces of the cloth, but that's
04:41pretty advance stuff.
04:43So that's really all we need to do.
04:45Now what we need to check on is that when we do the Bake, it's going to go
04:49from frames 1 to 250.
04:52If our simulation is longer, let's say it's like 500 frames, we have to change
04:56this to match the length of our animation.
04:58So if we press Alt+A or on the Apple keyboard Option+A, we'll run these
05:02simulation through our Frame range, and turn this mesh into a piece of a cloth,
05:08for our animation range, which is 1 to 50.
05:11So you have to keep these two ranges in mind, you have your animation range, and
05:16then you have your baking range.
05:19So let's go ahead and press Alt+A, Option+A on the Mac.
05:24So once the simulation finishes, it then starts playing over and over in the 3D
05:28View, and you can see how the cloth bends into forms.
05:32You can stop the simulation at any time and rotate the view and change your
05:36perspective, and then just do an Alt+A again, and if the Cloth has already been
05:42computed and nothing is changed, it can use that same Cache.
05:46If you ever do change something, let's say we started him walking or whatever,
05:50we would have to come over here and free the Cache.
05:53When we were finally done and we like the way it is and our character is moving,
05:57and everything like that, then we want to do our Final Bake, which is over here,
06:02by clicking this Bake, and then that locks in that simulation.
06:07So that's how you do Cloth in Blender.
Collapse this transcript
Simulating fluids
00:00Fluids are an awesome thing to have inside Blender and I'm very happy that we
00:05have an awesome and a great fluid simulation system.
00:08Fluids are all around and they are essential to any time you are creating any
00:12kind of flowing water or a river or the gigantic tide coming in and washing
00:16away the island, you name it.
00:19So to get started, we only have a certain amount of time and so we need to
00:24create what's called a domain.
00:26And a domain is an area in which the Fluid simulation will occur.
00:31And I'm just going to go ahead and create a huge cube.
00:33Usually the domain is just a cube.
00:35But it sets the limits and if the fluid happens to get outside these limits,
00:39it's just going to splash up against the wall and it won't go any further.
00:43It won't go outside that domain.
00:45So to name the domain we want to go ahead and just the change the name to Domain
00:49here and designate it as such by coming over here to our Buttons window and
00:56selecting the Object, Physics buttons, and go ahead and minimize these.
01:03And so now we just enable Fluid.
01:05Now we have kicked in the whole Fluid simulation system inside Blender.
01:10And let's mark this selected cube as The Domain.
01:13Now this domain will later actually become the fluid shape that occurs, so don't
01:18get wigged out when this thing disappears later on.
01:21We have four sets of settings to control the fluids essentially, all we need to
01:26remember is that the Resolution here is the primary driver in how long the
01:32simulation is going to take, and what kind of good quality results you are
01:36going to get.
01:37We have two modes, we have a Preview Mode that we see and 3D view, and then we
01:42have a Final Mode that's computed when we actually do the final rendering.
01:47So you can preview in a very low resolution here.
01:50Let's say 10, and while that gives you a rough idea of what it's going to look
01:55like in the Final render, it doesn't give you an exact depiction.
01:58It just helps you take less time to run through the simulation.
02:02We can also reverse the Fluid simulation once it's done.
02:05So you can kind of simulate fluid being sucked up into a straw, if you want to
02:10just run one simulation where the water flows out the straw and into a puddle or
02:14something like that, then by reversing the frames, and the fluid will appear to
02:17suck up into the straw.
02:19Lastly, we want to make sure that we have a path to our local and valid
02:23directory to store a whole bunch of information about this simulation.
02:29And we want to have saved our blend file somewhere on our hard drive, so that
02:35the simulation knows where to put some temporary working files.
02:39The next thing we need is some fluid.
02:41So let's go ahead and add a ball of fluid in the shape of an Icosphere.
02:47And we are going to name this Fluid.
02:50And this is the initial or the starting shape of the fluid, and this shape needs
02:57to be inside the domain.
02:59If it's outside the domain, it will just kind of like puddle up there on the
03:02outside of the domain and look funky.
03:05This needs to be part of the Fluid system as well.
03:08Go ahead and mark it as a Fluid.
03:10Now it can also be an Inflow or an Outflow, in which case, Inflow is like fluid
03:15coming out of a faucet, and it just flows out for a long period of time;
03:19or it can be an Outflow which is like a drain, and then the fluid drains out, or
03:24it can just be fluid ball.
03:26We can give the fluid ball some Initial Velocity in the X Y or Z direction.
03:31So if like this was a water balloon, we can give it some Y direction like it's
03:34being chucked across the room.
03:35Lastly, it's always cool to have something other than in a visible box for
03:40the water to run into.
03:41So we can let's say down here, let's go ahead and add river stone.
03:46So we can take an Uvsphere and stretch it out in the X direction.
03:53Maybe squash it a little bit in the Z direction, and then put it at the bottom.
04:04Also helps to, in top view go ahead and add a Plain.
04:09That will function as the floor or the table.
04:12Let's say that this is on.
04:13Go ahead and scale that up.
04:19And from side view, make sure it's down the bottom of the domain.
04:22And then that way it will look like it's hitting this plain.
04:26To start simulation, we want to go ahead and save our file and click Bake.
04:31When you do that at the top of your screen, you'll see a little Blender
04:36icon right next to the scene, and it will go from red to yellow to green as
04:41it progresses through.
04:42And it's computing the shape of the mesh.
04:45That should be the fluid globule for each frame of your animation.
04:50Finally, when it's done then.
04:52We can come back over here, go back to frame 1, and when we zap back to frame 1,
04:58the domain disappears like I promised, and you are left with this fluid glob.
05:04And as you go from frame to frame it falls down, because it's under Gravity, and
05:13hits the rock let's say and splatters into different pieces.
05:19The higher the Resolution, the better quality results.
05:23And you can rerun the simulation until you get some really good results that
05:26look accurate, and like that, down to the microscopic level if you want, and
05:32then when you have the results and everything setup the way you wanted, then
05:35you click Bake, and that performs then the final simulation that you can then
05:39use in your animation.
05:40So that's the basics of settings up a Fluid Simulation in Blender.
Collapse this transcript
Using boids to simulate swarms, schools, and flocks
00:00Boids is a whole field of animal behavioral studies and it's just a fascinating thing
00:06that Blender is able to simulate, it's able to simulate the intelligent
00:10behavior of these particles.
00:12Each of the dots that you see on your screen is an actual particle and those
00:17particles are being drawn by this sphere that's running around there.
00:22And the particles interact with each other.
00:26So you have swarms of insects, you have schools of fish, you have herds of
00:32buffaloes, and in this case you have seagulls flocking around the boat here
00:38at the harbor.
00:39So how do we set up boids?
00:41Well, let's go and break it down and I'll walk you through it.
00:44First of all, you need a base from which the birds will start, and so here
00:49we have this cube, and we've just gone ahead and assigned a new physic system, and
00:54instead of Newtonian, we've clicked on Boids.
00:56When we click Boids then we have a set of controls here on this panel.
01:02And what this is, is a bunch of rules as to each particle as it flies around
01:09or swims around or whatever.
01:11What behavior takes presence over other behaviors?
01:16So here is the behaviors that you have.
01:19Let's say you're walking down on a crowded street.
01:21First of all, you have the desire to stay with the crowd, but avoid colliding
01:26in to other people.
01:28You have a certain goal that you are trying to get towards, but you have to
01:32navigate through this maze of people.
01:34So a lot of swarms have a center, and and people want to gravitate towards the center,
01:38and then we have some velocities involved. That you don't want to
01:41go too much faster than the guy next to you.
01:43Those kind of behaviors you can rank and rate here and just by clicking the Move Up
01:48or Move Down, you can move that rule up or down in precedence.
01:53And then set the overall general rating of that rule, relative to all the other rules.
01:59Boids works in three-dimensions.
02:01As we walk around we can see that this is actually a three-dimensional flock.
02:06We can make it a lot simpler by clicking only 2D and now the birds will only
02:11operate and swarm around in two-dimensions, and not actually fly up into the Z direction.
02:17We can control how fast the birds change direction and change speed here by
02:25limiting or changing the Maximum Velocity. Here we have set it at 10 units and
02:28the Average Velocity is much less than that.
02:31So that's means that they can really speed up and take a couple of wing beats
02:34and really get fast.
02:36Laterally as well as tangentially how fast they can bank to stay together in the flock,
02:41and flocks can actually -- if you try to scatter them, if the guiding
02:47force changes too fast, then they will actually fly off and get lost and not
02:52become part of the flock anymore.
02:54The Visualization settings are pretty much the same.
02:57You can draw them as whatever and in this case, what I have done is I have
03:01created the shape called a Bird.
03:03It's just a very simple mesh shape.
03:06We can probably click it over here.
03:07Just select it and I can press C to-- oops, I'm going to press Ctrl+S to
03:14take my cursor to it and then press C to center in and now I can just zoom right in here.
03:20And all I have done is I just sculpted a simple little mesh shape that looks
03:24like a little dove flying around.
03:26And what happens then is for every particle then, Blender takes that mesh shape
03:31and makes a bird out of it.
03:34And then the bird orients itself in the direction in whichever the particle is going.
03:39Coming back to the Particle System now, each bird starts at a certain time.
03:44In this case a flock when it first takes off it needs time to coalesce, if you will,
03:50and it just kind of weird thing to watch.
03:52But when they are all sitting there on the ground, they all kind of take off and
03:55then they all kind of like figure out who is the leader and where we are going
03:58and all that kind of good stuff.
04:00That takes about a second or so to do.
04:03So I have started the actual simulation at -30, so that by the time we get to
04:08frame 1, the flock is all up in the air, and everybody is swarming around, and
04:13they have all kind of figured out who the leader is.
04:16Each of the birds is going to last for 1500 frames, which is well in excess of
04:21the duration of the simulation, and finally I wanted them randomly emitted from
04:27this cube, so as if the birds were all just kind of like sitting around on the
04:31patio and all of a sudden they just all wanted to take off.
04:36You are going to have birds, smaller than other birds as well, and then you can
04:39combine this little reactor system so that when the birds fly into the barn and
04:43then inside the barn is reactor system then even more birds fly out.
04:47So how do we guide these birds?
04:49And the answer is right here in this object, which I have set up as a
04:54force field.
04:57And I have set this ball, just a simple ball, and I have assigned it to be a
05:01force field and it's the same kind of field that we've talked about with all
05:05the other particle systems.
05:07Only I gave it a really strong strength, so that it really can draw these birds
05:12from the pretty far distance away. They'll all be drawn towards it.
05:17Then all I needed to do was just move this around and to do that moving
05:23around, I used all of our basic animation techniques to go ahead and move the cube
05:27and key different locations showing down here in the IPO window as to
05:33where this cube moves around.
05:35So as it moves, it draws the birds and you can kind of see as it's moving away,
05:40see how these birds are kind of drawn towards it.
05:43And the ones out here going, "hey, I'm getting away from the flock," and so those
05:47boids rules come into play.
05:48They turn around and they kind of fly faster to try to catch up to the
05:53center mass of the flock.
05:55And then just about the time that these birds start to overshoot this sphere,
05:59this sphere moves so that they can now bank around, and follow around and swarm
06:06around just the same way I have seen birds do.
06:09You know when they are getting ready to go south for the winter.
06:15We can see now that they start going around, and they will eventually
06:18circle around this sphere.
06:21So that's how you can add birds and boids.
06:24You'll see them all over in different simulations
06:27now that you know what to look for. Feel free to experiment. There is a lot of
06:30research papers on what makes up a swarm and how is it controlled, but this is
06:35how you can do it in Blender.
Collapse this transcript
7. Rendering
Using Render controls
00:00The purpose of this video is to go over rendering in Blender and what your
00:04different options are.
00:06The Render section over here is in your Properties panel.
00:11I'm going to go ahead and make this a little bigger here, so we can see it.
00:15So rendering is the process of taking this CG image and/or from the Compositor
00:21or the Sequencer, and actually producing the final video.
00:24So you have your choice first here of the different kinds of renderers.
00:28Now, Blender has been integrated with what we call the Blender Internal
00:33renderer, which is a scanline renderer, as well as YafRay and now YafaRay, which
00:39is a public domain rendering system that is fairly integrated with Blender and
00:44supports all of the different particle systems and materials and the kinds of
00:49lights and the effect that those lights have.
00:51The lighting is handled a little bit differently within YafRay.
00:55So be prepared to have to come back here and essentially make your scene pretty dark
00:59before you use YafRay to shoot all your photons.
01:03But Blender has also been integrated with RenderMan and Inkscape.
01:07A vector based 2D sort of renderer is also in the works.
01:12Indigo.
01:13There is Blendigo, there is Sunflow, Cinema 4D, V-Ray...
01:16I mean there is a lot of different ones and I apologize if I missed
01:19your favorite renderer.
01:20But the point is that Blender integrates with a lot of different renderers.
01:25When you get into huge things, you can also use a render farm as well and
01:29have Blender installed on 10 or 20 computers, each rendering portions of the
01:33final video.
01:35So once you have those choices, then you have three main components that
01:38you need to set up.
01:39The first of course is in the world whether or not you are going to do
01:42Radiosity, which is over here, and whether or not you are going to do Ambient
01:48Occlusion, which is set up over here.
01:51Then once you start the rendering, you have your choices of the output formats.
01:56Blender supports a whole bunch of static image formats as well as
02:02containerized formats of video.
02:05We have everything from PNGs and if you render out an animation, it creates
02:10what's called a PNG sequence.
02:12If you are using PNG or Targa and like that, you want to make sure that you set
02:16RGBA on to write out the Alpha channel.
02:21Coming back to also QuickTime, I believe supports an Alpha channel.
02:24We have AVI, JPEGs as well as a whole bunch of Codecs that are installed
02:28wherever Codecs happen to be set on your system.
02:31If you choose AVI Codec, then you have to come over here, and then select the
02:36Codec that you want to use to encode your video.
02:39Codec is a compressor-decompressor.
02:41We have a whole bunch of presets here for the size of the video that you want to
02:46create, and we have everything from Full HD to a PC, to PAL, NTSC for US
02:53television, and for animations, you need to set your frames per second.
02:5725 is the standard, 24 for film and 30/1.001 for US broadcast TV.
03:09You can also just do a quick render in black and white if you want to as well.
03:13When you do set up your rendering, it's important to enable Ray tracing and
03:16Shadows as well as Subsurface Scattering if you are doing that.
03:20OSA is Oversampling.
03:22There are two kinds of Oversampling supported in Blender.
03:25One is normal Oversampling, and Anti -aliasing, the other is Full Screen
03:30Anti-aliasing, and that's enabled and very useful if you are doing a huge render
03:36with a lot of difference-depth, and when you do that, you want to enable Save
03:41Buffers, enable Full Sample.
03:43When you do that, then this OSA becomes FSA, and that takes the full screen and
03:49does the jittering and the anti- aliasing to smooth out the edges.
03:53You also have Motion Blur fully supported in Blender.
03:57So as things are moving, Blender will automatically calculate the previous frame
04:02and the next frame, and then do a blur calculation to blur moving objects.
04:07Finally, for rendering large images on modest PCs, you can break the render up
04:12into parts, and this breaks it up into 16 parts, and then the render only has to
04:18work on 1/16th of the image at a time, and that enables you to render larger
04:23images on a more modest PC.
04:26We also have Fields rendering, which is for interlaced fields.
04:29We support both odd and even interlacing, and of course, the all important, do
04:34we want to render with a sky, do we want to render with pre-multiplied images,
04:38or do we want to render with keyed images?
04:40Lastly, we have the Output panel, and we want to type-in the name of the
04:44file here.
04:45A Double Slash indicates the folder in which the Blend file is saved.
04:51So that's very handy.
04:52So very often, I'll do a //render\ and then that automatically creates a
04:58subdirectory for me under wherever my Blend file is called render and then all
05:02of my movies or my frames go out to that folder.
05:06The Back Buffer is used to load up an image that I want to use as a matte
05:10background and when I specify the filename here, when I want to use that
05:14background as my render, then I just check here to enable that.
05:19Blender also supports cartoon-style edge rendering around all of your objects.
05:24Here is where you set up the edge and when you click Edge Settings, you can set
05:27the color of the edge as well as the intensity of it.
05:32When you do, do a render, usually it comes up in a separate window.
05:36You can also have it go to an Image Editor window and then you can indicate
05:40which Image Editor or which window of these four windows to use as the output.
05:46So now when I'd click Render, what it's doing now is it goes through and it
05:56computes the motion blur, the oversampling and everything like that and puts the
06:01image over here in a window.
06:02That saves having that Render Window pop-up every time you do a render if
06:06that gets annoying.
06:07All